diff options
Diffstat (limited to 'deps/raylib/projects')
198 files changed, 67709 insertions, 0 deletions
diff --git a/deps/raylib/projects/4coder/Makefile b/deps/raylib/projects/4coder/Makefile new file mode 100644 index 0000000..6417312 --- /dev/null +++ b/deps/raylib/projects/4coder/Makefile @@ -0,0 +1,399 @@ +#************************************************************************************************** +# +# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 +# +# Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +.PHONY: all clean + +# Define required raylib variables +PROJECT_NAME ?= game +RAYLIB_VERSION ?= 4.2.0 +RAYLIB_PATH ?= ..\.. + +# Define default options + +# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB +PLATFORM ?= PLATFORM_DESKTOP + +# Locations of your newly installed library and associated headers. See ../src/Makefile +# On Linux, if you have installed raylib but cannot compile the examples, check that +# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations. +# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED. +# To enable compile-time linking to a special version of libraylib.so, change these variables here. +# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below. +# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime, +# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH. +# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths. +DESTDIR ?= /usr/local +RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib +# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files. +RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include + +# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Build mode for project: DEBUG or RELEASE +BUILD_MODE ?= RELEASE + +# Use external GLFW library instead of rglfw module +# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3 +USE_EXTERNAL_GLFW ?= FALSE + +# Use Wayland display server protocol on Linux desktop +# by default it uses X11 windowing system +USE_WAYLAND_DISPLAY ?= FALSE + +# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! + # ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + else + UNAMEOS=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + endif + ifeq ($(UNAMEOS),FreeBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),OpenBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),NetBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),DragonFly) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + UNAMEOS=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + endif +endif + +# RAYLIB_PATH adjustment for different platforms. +# If using GNU make, we can get the full path to the top of the tree. Windows? BSD? +# Required for ldconfig or other tools that do not perform path expansion. +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + RAYLIB_PREFIX ?= .. + RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) + endif +endif +# Default path for raylib on Raspberry Pi, if installed in different path, update it! +# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki. +# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX. +ifeq ($(PLATFORM),PLATFORM_RPI) + RAYLIB_PATH ?= /home/pi/raylib +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + # Emscripten required variables + EMSDK_PATH ?= C:/raylib/emsdk + EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten + CLANG_PATH = $(EMSDK_PATH)/upstream/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin + export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH) +endif + +# Define raylib release directory for compiled library. +# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version +RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src + +# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries +# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH +# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux +# without formal installation from ../src/Makefile. It aids portability and is useful if you have +# multiple versions of raylib, have raylib installed to a non-standard location, or want to +# bundle libraylib.so with your game. Change it to your liking. +# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, +# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH, +# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH) +# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute. +# To see which libraries a built example is linking to, ldd core/core_basic_window; +# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing. +EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH) + +# Define default C compiler: gcc +# NOTE: define g++ compiler if using C++ +CC = gcc + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + # OSX default compiler + CC = clang + endif + ifeq ($(PLATFORM_OS),BSD) + # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler + CC = clang + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) + # Define RPI cross-compiler + #CC = armv6j-hardfloat-linux-gnueabi-gcc + CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc + endif +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # HTML5 emscripten compiler + # WARNING: To compile to HTML5, code must be redesigned + # to use emscripten.h and emscripten_set_main_loop() + CC = emcc +endif + +# Define default make program: Mingw32-make +MAKE = mingw32-make + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + MAKE = make + endif + ifeq ($(PLATFORM_OS),OSX) + MAKE = make + endif +endif + +# Define compiler flags: +# -O1 defines optimization level +# -g include debug information on compilation +# -s strip unnecessary data from build +# -Wall turns on most, but not all, compiler warnings +# -std=c99 defines C language mode (standard C from 1999 revision) +# -std=gnu99 defines C language mode (GNU C from 1999 revision) +# -Wno-missing-braces ignore invalid warning (GCC bug 53119) +# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec +CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces + +ifeq ($(BUILD_MODE),DEBUG) + CFLAGS += -g +endif + +# Additional flags for compiler (if desired) +#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # resource file contains windows executable icon and properties + # -Wl,--subsystem,windows hides the console window + CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows + endif + ifeq ($(PLATFORM_OS),LINUX) + ifeq ($(RAYLIB_LIBTYPE),STATIC) + CFLAGS += -D_DEFAULT_SOURCE + endif + ifeq ($(RAYLIB_LIBTYPE),SHARED) + # Explicitly enable runtime link to libraylib.so + CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH) + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS += -std=gnu99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # -Os # size optimization + # -O2 # optimization level 2, if used, also set --memory-init-file 0 + # -s USE_GLFW=3 # Use glfw3 library (context/input management) + # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) + # -s USE_PTHREADS=1 # multithreading support + # -s WASM=0 # disable Web Assembly, emitted by default + # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow) + # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter + # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # --profiling # include information for code profiling + # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) + # --preload-file resources # specify a resources folder for data compilation + CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources + ifeq ($(BUILD_MODE), DEBUG) + CFLAGS += -s ASSERTIONS=1 --profiling + endif + + # Define a custom shell .html and output extension + CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html + EXT = .html +endif + +# Define include paths for required headers +# NOTE: Several external required libraries (stb and others) +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external + +# Define additional directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + # RPI required libraries + INCLUDE_PATHS += -I/opt/vc/include + INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux + INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads +endif +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),BSD) + # Consider -L$(RAYLIB_H_INSTALL_PATH) + INCLUDE_PATHS += -I/usr/local/include + endif + ifeq ($(PLATFORM_OS),LINUX) + # Reset everything. + # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include + INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external + endif +endif + +# Define library paths containing required libs. +LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),BSD) + # Consider -L$(RAYLIB_INSTALL_PATH) + LDFLAGS += -L. -Lsrc -L/usr/local/lib + endif + ifeq ($(PLATFORM_OS),LINUX) + # Reset everything. + # Precedence: immediately local, installed version, raysan5 provided libs + LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) + endif +endif + +ifeq ($(PLATFORM),PLATFORM_RPI) + LDFLAGS += -L/opt/vc/lib +endif + +# Define any libraries required on linking +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + # NOTE: WinMM library required to set high-res timer resolution + LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt + + # On X11 requires also below libraries + LDLIBS += -lX11 + # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them + #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + + # On Wayland windowing system, additional libraries requires + ifeq ($(USE_WAYLAND_DISPLAY),TRUE) + LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon + endif + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + endif + ifeq ($(PLATFORM_OS),OSX) + # Libraries for OSX 10.9 desktop compiling + # NOTE: Required packages: libopenal-dev libegl1-mesa-dev + LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa + endif + ifeq ($(PLATFORM_OS),BSD) + # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling + # NOTE: Required packages: mesa-libs + LDLIBS = -lraylib -lGL -lpthread -lm + + # On XWindow requires also below libraries + LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + endif + ifeq ($(USE_EXTERNAL_GLFW),TRUE) + # NOTE: It could require additional packages installed: libglfw3-dev + LDLIBS += -lglfw + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # Libraries for Raspberry Pi compiling + # NOTE: Required packages: libasound2-dev (ALSA) + LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # Libraries for web (HTML5) compiling + LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc +endif + +# Define a recursive wildcard function +rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d)) + +# Define all source files required +SRC_DIR = src +OBJ_DIR = obj + +# Define all object files from source files +SRC = $(call rwildcard, *.c, *.h) +#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o) +OBJS = main.c + +# For Android platform we call a custom Makefile.Android +ifeq ($(PLATFORM),PLATFORM_ANDROID) + MAKEFILE_PARAMS = -f Makefile.Android + export PROJECT_NAME + export SRC_DIR +else + MAKEFILE_PARAMS = $(PROJECT_NAME) +endif + +# Default target entry +# NOTE: We call this Makefile target or Makefile.Android target +all: + $(MAKE) $(MAKEFILE_PARAMS) + +# Project target defined by PROJECT_NAME +$(PROJECT_NAME): $(OBJS) + $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +# Compile source files +# NOTE: This pattern will compile every module defined on $(OBJS) +#%.o: %.c +$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) + +# Clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + del *.o *.exe /s + endif + ifeq ($(PLATFORM_OS),LINUX) + find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv + endif + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -fv *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + diff --git a/deps/raylib/projects/4coder/Makefile.Android b/deps/raylib/projects/4coder/Makefile.Android new file mode 100644 index 0000000..29d437b --- /dev/null +++ b/deps/raylib/projects/4coder/Makefile.Android @@ -0,0 +1,300 @@ +#************************************************************************************************** +# +# raylib makefile for Android project (APK building) +# +# Copyright (c) 2017 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# Define required raylib variables +PLATFORM ?= PLATFORM_ANDROID +RAYLIB_PATH ?= ..\.. + +# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version +ANDROID_ARCH ?= ARM +ANDROID_API_VERSION = 21 +ifeq ($(ANDROID_ARCH),ARM) + ANDROID_ARCH_NAME = armeabi-v7a +endif +ifeq ($(ANDROID_ARCH),ARM64) + ANDROID_ARCH_NAME = arm64-v8a +endif + +# Required path variables +# NOTE: JAVA_HOME must be set to JDK +JAVA_HOME ?= C:/JavaJDK +ANDROID_HOME = C:/android-sdk +ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION) +ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1 +ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools + +# Android project configuration variables +PROJECT_NAME ?= raylib_game +PROJECT_LIBRARY_NAME ?= main +PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +PROJECT_RESOURCES_PATH ?= resources +PROJECT_SOURCE_FILES ?= raylib_game.c + +# Some source files are placed in directories, when compiling to some +# output directory other than source, that directory must pre-exist. +# Here we get a list of required folders that need to be created on +# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. +PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) + +# Android app configuration variables +APP_LABEL_NAME ?= rGame +APP_COMPANY_NAME ?= raylib +APP_PRODUCT_NAME ?= rgame +APP_VERSION_CODE ?= 1 +APP_VERSION_NAME ?= 1.0 +APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png +APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png +APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png +APP_SCREEN_ORIENTATION ?= landscape +APP_KEYSTORE_PASS ?= raylib + +# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Library path for libraylib.a/libraylib.so +RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src + +# Shared libs must be added to APK if required +# NOTE: Generated NativeLoader.java automatically load those libraries +ifeq ($(RAYLIB_LIBTYPE),SHARED) + PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so +endif + +# Compiler and archiver +# NOTE: GCC is being deprecated in Android NDK r16 +ifeq ($(ANDROID_ARCH),ARM) + CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang + AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar +endif +ifeq ($(ANDROID_ARCH),ARM64) + CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang + AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar +endif + +# Compiler flags for arquitecture +ifeq ($(ANDROID_ARCH),ARM) + CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 +endif +ifeq ($(ANDROID_ARCH),ARM64) + CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 +endif +# Compilation functions attributes options +CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC +# Compiler options for the linker +CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes +# Preprocessor macro definitions +CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) + +# Paths containing required header files +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue + +# Linker options +LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a +LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings +# Force linking of library module to define symbol +LDFLAGS += -u ANativeActivity_onCreate +# Library paths containing required libs +LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib + +# Define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl + +# Generate target objects list from PROJECT_SOURCE_FILES +OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) + +# Android APK building process... some steps required... +# NOTE: typing 'make' will invoke the default target entry called 'all', +all: create_temp_project_dirs \ + copy_project_required_libs \ + copy_project_resources \ + generate_loader_script \ + generate_android_manifest \ + generate_apk_keystore \ + config_project_package \ + compile_project_code \ + compile_project_class \ + compile_project_class_dex \ + create_project_apk_package \ + sign_project_apk_package \ + zipalign_project_apk_package + +# Create required temp directories for APK building +create_temp_project_dirs: + if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) + if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj + if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src + if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com + if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) + if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) + if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib + if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) + if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin + if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res + if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi + if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi + if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi + if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values + if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets + if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) + if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens + $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) + +define create_dir + if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) +endef + +# Copy required shared libs for integration into APK +# NOTE: If using shared libs they are loaded by generated NativeLoader.java +copy_project_required_libs: +ifeq ($(RAYLIB_LIBTYPE),SHARED) + copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so +endif +ifeq ($(RAYLIB_LIBTYPE),STATIC) + copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a +endif + +# Copy project required resources: strings.xml, icon.png, assets +# NOTE: Required strings.xml is generated and game resources are copied to assets folder +# TODO: Review xcopy usage, it can not be found in some systems! +copy_project_resources: + copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y + copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y + copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y + @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml + @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml + if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F + +# Generate NativeLoader.java to load required shared libraries +# NOTE: Probably not the bet way to generate this file... but it works. +generate_loader_script: + @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java +ifeq ($(RAYLIB_LIBTYPE),SHARED) + @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java +endif + @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + +# Generate AndroidManifest.xml with all the required options +# NOTE: Probably not the bet way to generate this file... but it works. +generate_android_manifest: + @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + +# Generate storekey for APK signing: $(PROJECT_NAME).keystore +# NOTE: Configure here your Distinguished Names (-dname) if required! +generate_apk_keystore: + if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA + +# Config project package and resource using AndroidManifest.xml and res/values/strings.xml +# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java +config_project_package: + $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar + +# Compile native_app_glue code as static library: obj/libnative_app_glue.a +compile_native_app_glue: + $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) + $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o + +# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so +compile_project_code: $(OBJS) + $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) + +# Compile all .c files required into object (.o) files +# NOTE: Those files will be linked into a shared library +$(PROJECT_BUILD_PATH)/obj/%.o:%.c + $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot + +# Compile project .java code into .class (Java bytecode) +compile_project_class: + $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + +# Compile .class files into Dalvik executable bytecode (.dex) +# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) +compile_project_class_dex: + $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj + +# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk +# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so +# NOTE: Use -A resources to define additional directory in which to find raw asset files +create_project_apk_package: + $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin + cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) + +# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk +sign_project_apk_package: + $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key + +# Create zip-aligned APK package: $(PROJECT_NAME).apk +zipalign_project_apk_package: + $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk + +# Install $(PROJECT_NAME).apk to default emulator/device +# NOTE: Use -e (emulator) or -d (device) parameters if required +install: + $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk + +# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) +check_device_abi: + $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi + +# Monitorize output log coming from device, only raylib tag +logcat: + $(ANDROID_PLATFORM_TOOLS)/adb logcat -c + $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S + +# Install and monitorize $(PROJECT_NAME).apk to default emulator/device +deploy: + $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk + $(ANDROID_PLATFORM_TOOLS)/adb logcat -c + $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S + +#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W + +# Clean everything +clean: + del $(PROJECT_BUILD_PATH)\* /f /s /q + rmdir $(PROJECT_BUILD_PATH) /s /q + @echo Cleaning done diff --git a/deps/raylib/projects/4coder/main.c b/deps/raylib/projects/4coder/main.c new file mode 100644 index 0000000..4abae39 --- /dev/null +++ b/deps/raylib/projects/4coder/main.c @@ -0,0 +1,38 @@ +#include <math.h> +#include "raylib.h" + +int main() { + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib"); + + Camera cam; + cam.position = (Vector3){ 0.0f, 10.0f, 8.f }; + cam.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + cam.up = (Vector3){ 0.0f, 1.f, 0.0f }; + cam.fovy = 60.0f; + + Vector3 cubePos = { 0.0f, 0.0f, 0.0f }; + + SetTargetFPS(60); + + while (!WindowShouldClose()) { + cam.position.x = sin(GetTime()) * 10.0f; + cam.position.z = cos(GetTime()) * 10.0f; + + BeginDrawing(); + ClearBackground(RAYWHITE); + BeginMode3D(cam); + DrawCube(cubePos, 2.f, 2.f, 2.f, RED); + DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON); + DrawGrid(10, 1.f); + EndMode3D(); + DrawText("This is a raylib example", 10, 40, 20, DARKGRAY); + DrawFPS(10, 10); + EndDrawing(); + } + + CloseWindow(); + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/projects/4coder/project.4coder b/deps/raylib/projects/4coder/project.4coder new file mode 100644 index 0000000..568de79 --- /dev/null +++ b/deps/raylib/projects/4coder/project.4coder @@ -0,0 +1,54 @@ +version(1); + +project_name = "raylib-example"; + +patterns = { +"*.cpp", +"*.c", +"*.h", +"*.bat", +"*.sh", +"*.4coder", +"Makefile", +}; + +blacklist_patterns = { +".*", +}; + +load_paths = { + { { {".", .relative = true, .recursive = true, } }, .os = "win" }, + { { {".", .relative = true, .recursive = true, } }, .os = "linux" }, + { { {".", .relative = true, .recursive = true, } }, .os = "mac" }, +}; + +command_list = { + { .name = "clean", + .out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true, + .cmd = { + {"mingw32-make clean", .os = "win"}, + {"make clean", .os = "linux"}, + {"make clean", .os = "mac"}, + }, + }, + { .name = "build", + .out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, + .cmd = { + {"mingw32-make", .os = "win"}, + {"make", .os = "linux"}, + {"make", .os = "mac"}, + }, + }, + { .name = "run", + .out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true, + .cmd = { + {".\game.exe", .os = "win"}, + {"./game", .os = "linux"}, + {"./game", .os = "mac"}, + }, + }, +}; + +fkey_command[3] = "clean"; +fkey_command[4] = "build"; +fkey_command[5] = "run"; diff --git a/deps/raylib/projects/Builder/README.md b/deps/raylib/projects/Builder/README.md new file mode 100644 index 0000000..c87a01b --- /dev/null +++ b/deps/raylib/projects/Builder/README.md @@ -0,0 +1,24 @@ +# Builder project template + +This is a project template to be used with [GNOME Builder](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build). +It uses the [meson](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build) build system. + +Project can be compiled via the command line using: +``` +meson build +cd build +ninja +ninja install +``` + +Or it can be opened with Building simply clicking on the `meson.build` file. +Alternatively, open Builder first and click on the `open` button at the top-left. + +There are comments to the `meson.build` file to note the values that should be edited. +For a full overview of options please check the [meson manual](http://mesonbuild.com/Manual.html). + +In the provided file, it's assumed that the build file is located at the root folder of the project, and that all the sources are in a `src` subfolder. + +Check out the `examples` directory for a simple example on how to use this template. + +You can also look at [raymario](https://github.com/jubalh/raymario) for a slightly more complex example which also installs resource files. diff --git a/deps/raylib/projects/Builder/examples/README.md b/deps/raylib/projects/Builder/examples/README.md new file mode 100644 index 0000000..cba3aef --- /dev/null +++ b/deps/raylib/projects/Builder/examples/README.md @@ -0,0 +1 @@ +Open `meson.build` with Builder or run `meson build; cd build; ninja; ./core_basic_window` on the commandline to launch the example. diff --git a/deps/raylib/projects/Builder/examples/meson.build b/deps/raylib/projects/Builder/examples/meson.build new file mode 100644 index 0000000..f8b9bd4 --- /dev/null +++ b/deps/raylib/projects/Builder/examples/meson.build @@ -0,0 +1,25 @@ +# This file should be in the main folder of your project + +# Replace 'projectname' with the name of your project +# Replace '1.0' with its version +project('core_basic_window', 'c', version: '1.0', + meson_version: '>= 0.39.1') + +# We want a C Compiler to be present +cc = meson.get_compiler('c') + +# Find dependencies +gl_dep = dependency('gl') +m_dep = cc.find_library('m', required : false) +raylib_dep = cc.find_library('raylib', required : false) + +# List your source files here +source_c = [ + '../../../examples/core/core_basic_window.c', +] + +# Build executable +core_basic_window = executable('core_basic_window', + source_c, + dependencies : [ raylib_dep, gl_dep, m_dep ], + install : true) diff --git a/deps/raylib/projects/Builder/meson.build b/deps/raylib/projects/Builder/meson.build new file mode 100644 index 0000000..779ce55 --- /dev/null +++ b/deps/raylib/projects/Builder/meson.build @@ -0,0 +1,25 @@ +# This file should be in the main folder of your project + +# Replace 'projectname' with the name of your project +# Replace '1.0' with its version +project('projectname', 'c', version: '1.0', + meson_version: '>= 0.39.1') + +# We want a C Compiler to be present +cc = meson.get_compiler('c') + +# Find dependencies +gl_dep = dependency('gl') +m_dep = cc.find_library('m', required : false) +raylib_dep = cc.find_library('raylib', required : false) + +# List your source files here +source_c = [ + 'src/main.c', +] + +# Build executable +projectname = executable('projectname', + source_c, + dependencies : [ raylib_dep, gl_dep, m_dep ], + install : true) diff --git a/deps/raylib/projects/CMake/CMakeLists.txt b/deps/raylib/projects/CMake/CMakeLists.txt new file mode 100644 index 0000000..96e33f3 --- /dev/null +++ b/deps/raylib/projects/CMake/CMakeLists.txt @@ -0,0 +1,42 @@ +cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+ +project(example) + +# Generate compile_commands.json +set(CMAKE_EXPORT_COMPILE_COMMANDS ON) + +# Dependencies +set(RAYLIB_VERSION 5.5) +find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED +if (NOT raylib_FOUND) # If there's none, fetch and build raylib + include(FetchContent) + FetchContent_Declare( + raylib + DOWNLOAD_EXTRACT_TIMESTAMP OFF + URL https://github.com/raysan5/raylib/archive/refs/tags/${RAYLIB_VERSION}.tar.gz + ) + FetchContent_GetProperties(raylib) + if (NOT raylib_POPULATED) # Have we downloaded raylib yet? + set(FETCHCONTENT_QUIET NO) + FetchContent_MakeAvailable(raylib) + set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples + endif() +endif() + +# Our Project + +add_executable(${PROJECT_NAME} core_basic_window.c) +#set(raylib_VERBOSE 1) +target_link_libraries(${PROJECT_NAME} raylib) + +# Web Configurations +if (${PLATFORM} STREQUAL "Web") + set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Tell Emscripten to build an example.html file. + set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1") +endif() + +# Checks if OSX and links appropriate frameworks (Only required on MacOS) +if (APPLE) + target_link_libraries(${PROJECT_NAME} "-framework IOKit") + target_link_libraries(${PROJECT_NAME} "-framework Cocoa") + target_link_libraries(${PROJECT_NAME} "-framework OpenGL") +endif() diff --git a/deps/raylib/projects/CMake/README.md b/deps/raylib/projects/CMake/README.md new file mode 100644 index 0000000..fc4fe55 --- /dev/null +++ b/deps/raylib/projects/CMake/README.md @@ -0,0 +1,27 @@ +# raylib CMake Project + +This provides a base project template which builds with [CMake](https://cmake.org). + +## Usage + +To compile the example, use one of the following dependending on your build target... + +### Desktop + +Use the following to build for desktop: + +``` bash +cmake -B build +cmake --build build +``` + +### Web + +Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html): + +``` bash +mkdir build +cd build +emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXECUTABLE_SUFFIX=".html" +emmake make +``` diff --git a/deps/raylib/projects/CMake/core_basic_window.c b/deps/raylib/projects/CMake/core_basic_window.c new file mode 100644 index 0000000..86709f7 --- /dev/null +++ b/deps/raylib/projects/CMake/core_basic_window.c @@ -0,0 +1,83 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window (adapted for HTML5 platform) +* +* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP +* As you will notice, code structure is slightly different to the other examples... +* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +int screenWidth = 800; +int screenHeight = 450; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Entry Point +//---------------------------------------------------------------------------------- +int main() +{ + // 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(); + //---------------------------------------------------------------------------------- +} diff --git a/deps/raylib/projects/CodeBlocks/README.md b/deps/raylib/projects/CodeBlocks/README.md new file mode 100644 index 0000000..49767d7 --- /dev/null +++ b/deps/raylib/projects/CodeBlocks/README.md @@ -0,0 +1,22 @@ +# raylib template for Code::Blocks + +1. Install raylib. + +On Windows you should install the **Windows Installer (with MinGW compiler)** package. +On other platforms you can install however you like following the instructions in the wiki. + + * https://github.com/raysan5/raylib/releases/download/4.2.0/raylib_installer_v420.mingw.exe + * https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux + * https://github.com/raysan5/raylib/wiki/Working-on-macOS + +2. Install and run Code::Blocks. + +3. **Windows only**: Select `Settings` `Compiler` `Toolchain executables`. +Change `Compiler's installation directory` to `C:\raylib\MingGW`. Do *not* press auto-detect. +There is a screenshot below showing how it should look. Press `OK`. + +4. Select `File` `Open` and open the `core_basic_windows.cbp` file. + + + +For an example with resources, see https://github.com/electronstudio/raylib-game-template-codeblocks
\ No newline at end of file diff --git a/deps/raylib/projects/CodeBlocks/compiler_settings.png b/deps/raylib/projects/CodeBlocks/compiler_settings.png Binary files differnew file mode 100644 index 0000000..f87574d --- /dev/null +++ b/deps/raylib/projects/CodeBlocks/compiler_settings.png diff --git a/deps/raylib/projects/CodeBlocks/core_basic_window.c b/deps/raylib/projects/CodeBlocks/core_basic_window.c new file mode 100644 index 0000000..da5b2e0 --- /dev/null +++ b/deps/raylib/projects/CodeBlocks/core_basic_window.c @@ -0,0 +1,58 @@ +/******************************************************************************************* +* raylib [core] example - Basic window +* +* Welcome to raylib! +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // 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; +} diff --git a/deps/raylib/projects/CodeBlocks/core_basic_window.cbp b/deps/raylib/projects/CodeBlocks/core_basic_window.cbp new file mode 100644 index 0000000..ab9fe58 --- /dev/null +++ b/deps/raylib/projects/CodeBlocks/core_basic_window.cbp @@ -0,0 +1,137 @@ +<?xml version="1.0" encoding="UTF-8" standalone="yes" ?> +<CodeBlocks_project_file> + <FileVersion major="1" minor="6" /> + <Project> + <Option title="raylib-game-template" /> + <Option execution_dir="." /> + <Option pch_mode="2" /> + <Option compiler="gcc" /> + <Build> + <Target title="Debug (Mac)"> + <Option platforms="Mac;" /> + <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Debug/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-g" /> + </Compiler> + <Linker> + <Add library="raylib" /> + <Add option="-framework OpenGL" /> + <Add option="-framework Cocoa" /> + <Add option="-framework IOKit" /> + <Add option="-framework CoreAudio" /> + <Add option="-framework CoreVideo" /> + </Linker> + </Target> + <Target title="Release (Mac)"> + <Option platforms="Mac;" /> + <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Release/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-O2" /> + </Compiler> + <Linker> + <Add option="-s" /> + <Add library="raylib" /> + <Add option="-framework OpenGL" /> + <Add option="-framework Cocoa" /> + <Add option="-framework IOKit" /> + <Add option="-framework CoreAudio" /> + <Add option="-framework CoreVideo" /> + </Linker> + </Target> + <Target title="Debug (Linux)"> + <Option platforms="Unix;" /> + <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Debug/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-g" /> + </Compiler> + <Linker> + <Add library="raylib" /> + <Add library="GL" /> + <Add library="m" /> + <Add library="pthread" /> + <Add library="dl" /> + <Add library="rt" /> + <Add library="X11" /> + </Linker> + </Target> + <Target title="Release (Linux)"> + <Option platforms="Unix;" /> + <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Release/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-O2" /> + </Compiler> + <Linker> + <Add option="-s" /> + <Add library="raylib" /> + <Add library="GL" /> + <Add library="m" /> + <Add library="pthread" /> + <Add library="dl" /> + <Add library="rt" /> + <Add library="X11" /> + </Linker> + </Target> + <Target title="Debug (Windows)"> + <Option platforms="Windows;" /> + <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Debug/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-g" /> + </Compiler> + <Linker> + <Add library="raylib" /> + <Add library="opengl32" /> + <Add library="gdi32" /> + <Add library="winmm" /> + <Add option="-static" /> + <Add library="pthread" /> + </Linker> + </Target> + <Target title="Release (Windows)"> + <Option platforms="Windows;" /> + <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" /> + <Option working_dir="." /> + <Option object_output="obj/Release/" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-O2" /> + </Compiler> + <Linker> + <Add option="-s" /> + <Add library="raylib" /> + <Add library="opengl32" /> + <Add library="gdi32" /> + <Add library="winmm" /> + <Add option="-static" /> + <Add library="pthread" /> + </Linker> + </Target> + </Build> + <Compiler> + <Add option="-Wall" /> + </Compiler> + <Unit filename="core_basic_window.c"> + <Option compilerVar="CC" /> + </Unit> + </Project> +</CodeBlocks_project_file> diff --git a/deps/raylib/projects/Geany/core_basic_window.c b/deps/raylib/projects/Geany/core_basic_window.c new file mode 100644 index 0000000..486f899 --- /dev/null +++ b/deps/raylib/projects/Geany/core_basic_window.c @@ -0,0 +1,52 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // 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; +} diff --git a/deps/raylib/projects/Geany/raylib.c.tags b/deps/raylib/projects/Geany/raylib.c.tags new file mode 100644 index 0000000..79a192a --- /dev/null +++ b/deps/raylib/projects/Geany/raylib.c.tags @@ -0,0 +1,453 @@ +# format=pipe +InitWindow|void|(int width, int height, const char *title);| +WindowShouldClose|bool|(void);| +CloseWindow|void|(void);| +IsWindowReady|bool|(void);| +IsWindowMinimized|bool|(void);| +IsWindowResized|bool|(void);| +IsWindowHidden|bool|(void);| +ToggleFullscreen|void|(void);| +UnhideWindow|void|(void);| +HideWindow|void|(void);| +SetWindowIcon|void|(Image image);| +SetWindowTitle|void|(const char *title);| +SetWindowPosition|void|(int x, int y);| +SetWindowMonitor|void|(int monitor);| +SetWindowMinSize|void|(int width, int height);| +SetWindowSize|void|(int width, int height);| +GetWindowHandle|void *|(void);| +GetScreenWidth|int|(void);| +GetScreenHeight|int|(void);| +GetMonitorCount|int|(void);| +GetMonitorWidth|int|(int monitor);| +GetMonitorHeight|int|(int monitor);| +GetMonitorPhysicalWidth|int|(int monitor);| +GetMonitorPhysicalHeight|int|(int monitor);| +GetMonitorName|const char *|(int monitor);| +GetClipboardText|const char *|(void);| +SetClipboardText|void|(const char *text);| +ShowCursor|void|(void);| +HideCursor|void|(void);| +IsCursorHidden|bool|(void);| +EnableCursor|void|(void);| +DisableCursor|void|(void);| +ClearBackground|void|(Color color);| +BeginDrawing|void|(void);| +EndDrawing|void|(void);| +BeginMode2D|void|(Camera2D camera);| +EndMode2D|void|(void);| +BeginMode3D|void|(Camera3D camera);| +EndMode3D|void|(void);| +BeginTextureMode|void|(RenderTexture2D target);| +EndTextureMode|void|(void);| +GetMouseRay|Ray|(Vector2 mousePosition, Camera camera);| +GetWorldToScreen|Vector2|(Vector3 position, Camera camera);| +GetCameraMatrix|Matrix|(Camera camera);| +SetTargetFPS|void|(int fps);| +GetFPS|int|(void);| +GetFrameTime|float|(void);| +GetTime|double|(void);| +ColorToInt|int|(Color color);| +ColorNormalize|Vector4|(Color color);| +ColorToHSV|Vector3|(Color color);| +ColorFromHSV|Color|(Vector3 hsv);| +GetColor|Color|(int hexValue);| +Fade|Color|(Color color, float alpha);| +SetConfigFlags|void|(unsigned char flags);| +SetTraceLogLevel|void|(int logType);| +SetTraceLogExit|void|(int logType);| +SetTraceLogCallback|void|(TraceLogCallback callback);| +TraceLog|void|(int logType, const char *text, ...);| +TakeScreenshot|void|(const char *fileName);| +GetRandomValue|int|(int min, int max);| +FileExists|bool|(const char *fileName);| +IsFileExtension|bool|(const char *fileName, const char *ext);| +GetExtension|const char *|(const char *fileName);| +GetFileName|const char *|(const char *filePath);| +GetFileNameWithoutExt|const char *|(const char *filePath);| +GetDirectoryPath|const char *|(const char *fileName);| +GetWorkingDirectory|const char *|(void);| +GetDirectoryFiles|char **|(const char *dirPath, int *count);| +ClearDirectoryFiles|void|(void);| +ChangeDirectory|bool|(const char *dir);| +IsFileDropped|bool|(void);| +GetDroppedFiles|char **|(int *count);| +ClearDroppedFiles|void|(void);| +GetFileModTime|long|(const char *fileName);| +StorageSaveValue|void|(int position, int value);| +StorageLoadValue|int|(int position);| +OpenURL|void|(const char *url);| +IsKeyPressed|bool|(int key);| +IsKeyDown|bool|(int key);| +IsKeyReleased|bool|(int key);| +IsKeyUp|bool|(int key);| +GetKeyPressed|int|(void);| +SetExitKey|void|(int key);| +IsGamepadAvailable|bool|(int gamepad);| +IsGamepadName|bool|(int gamepad, const char *name);| +GetGamepadName|const char *|(int gamepad);| +IsGamepadButtonPressed|bool|(int gamepad, int button);| +IsGamepadButtonDown|bool|(int gamepad, int button);| +IsGamepadButtonReleased|bool|(int gamepad, int button);| +IsGamepadButtonUp|bool|(int gamepad, int button);| +GetGamepadButtonPressed|int|(void);| +GetGamepadAxisCount|int|(int gamepad);| +GetGamepadAxisMovement|float|(int gamepad, int axis);| +IsMouseButtonPressed|bool|(int button);| +IsMouseButtonDown|bool|(int button);| +IsMouseButtonReleased|bool|(int button);| +IsMouseButtonUp|bool|(int button);| +GetMouseX|int|(void);| +GetMouseY|int|(void);| +GetMousePosition|Vector2|(void);| +SetMousePosition|void|(int x, int y);| +SetMouseOffset|void|(int offsetX, int offsetY);| +SetMouseScale|void|(float scaleX, float scaleY);| +GetMouseWheelMove|float|(void);| +GetTouchX|int|(void);| +GetTouchY|int|(void);| +GetTouchPosition|Vector2|(int index);| +SetGesturesEnabled|void|(unsigned int gestureFlags);| +IsGestureDetected|bool|(int gesture);| +GetGestureDetected|int|(void);| +GetTouchPointsCount|int|(void);| +GetGestureHoldDuration|float|(void);| +GetGestureDragVector|Vector2|(void);| +GetGestureDragAngle|float|(void);| +GetGesturePinchVector|Vector2|(void);| +GetGesturePinchAngle|float|(void);| +SetCameraMode|void|(Camera camera, int mode);| +UpdateCamera|void|(Camera *camera);| +SetCameraPanControl|void|(int panKey);| +SetCameraAltControl|void|(int altKey);| +SetCameraSmoothZoomControl|void|(int szKey);| +SetCameraMoveControls|void|(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);| +DrawPixel|void|(int posX, int posY, Color color);| +DrawPixelV|void|(Vector2 position, Color color);| +DrawLine|void|(int startPosX, int startPosY, int endPosX, int endPosY, Color color);| +DrawLineV|void|(Vector2 startPos, Vector2 endPos, Color color);| +DrawLineEx|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);| +DrawLineBezier|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);| +DrawCircle|void|(int centerX, int centerY, float radius, Color color);| +DrawCircleSector|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);| +DrawCircleSectorLines|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline +DrawCircleGradient|void|(int centerX, int centerY, float radius, Color color1, Color color2);| +DrawCircleV|void|(Vector2 center, float radius, Color color);| +DrawCircleLines|void|(int centerX, int centerY, float radius, Color color);| +DrawRing|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);| +DrawRingLines|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);| +DrawRectangle|void|(int posX, int posY, int width, int height, Color color);| +DrawRectangleV|void|(Vector2 position, Vector2 size, Color color);| +DrawRectangleRec|void|(Rectangle rec, Color color);| +DrawRectanglePro|void|(Rectangle rec, Vector2 origin, float rotation, Color color);| +DrawRectangleGradientV|void|(int posX, int posY, int width, int height, Color color1, Color color2);| +DrawRectangleGradientH|void|(int posX, int posY, int width, int height, Color color1, Color color2);| +DrawRectangleGradientEx|void|(Rectangle rec, Color col1, Color col2, Color col3, Color col4);| +DrawRectangleLines|void|(int posX, int posY, int width, int height, Color color);| +DrawRectangleLinesEx|void|(Rectangle rec, int lineThick, Color color);| +DrawRectangleRounded|void|(Rectangle rec, float roundness, int segments, Color color);| +DrawRectangleRoundedLines|void|(Rectangle rec, float roundness, int segments, int lineThick, Color color);| +DrawTriangle|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);| +DrawTriangleLines|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);| +DrawPoly|void|(Vector2 center, int sides, float radius, float rotation, Color color);| +DrawPolyEx|void|(Vector2 *points, int numPoints, Color color);| +DrawPolyExLines|void|(Vector2 *points, int numPoints, Color color);| +SetShapesTexture|void|(Texture2D texture, Rectangle source);| +CheckCollisionRecs|bool|(Rectangle rec1, Rectangle rec2);| +CheckCollisionCircles|bool|(Vector2 center1, float radius1, Vector2 center2, float radius2);| +CheckCollisionCircleRec|bool|(Vector2 center, float radius, Rectangle rec);| +GetCollisionRec|Rectangle|(Rectangle rec1, Rectangle rec2);| +CheckCollisionPointRec|bool|(Vector2 point, Rectangle rec);| +CheckCollisionPointCircle|bool|(Vector2 point, Vector2 center, float radius);| +CheckCollisionPointTriangle|bool|(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);| +LoadImage|Image|(const char *fileName);| +LoadImageEx|Image|(Color *pixels, int width, int height);| +LoadImagePro|Image|(void *data, int width, int height, int format);| +LoadImageRaw|Image|(const char *fileName, int width, int height, int format, int headerSize);| +ExportImage|void|(Image image, const char *fileName);| +ExportImageAsCode|void|(Image image, const char *fileName);| +LoadTexture|Texture2D|(const char *fileName);| +LoadTextureFromImage|Texture2D|(Image image);| +LoadTextureCubemap|TextureCubemap|(Image image, int layoutType);| +LoadRenderTexture|RenderTexture2D|(int width, int height);| +UnloadImage|void|(Image image);| +UnloadTexture|void|(Texture2D texture);| +UnloadRenderTexture|void|(RenderTexture2D target);| +GetImageData|Color *|(Image image);| +GetImageDataNormalized|Vector4 *|(Image image);| +GetPixelDataSize|int|(int width, int height, int format);| +GetTextureData|Image|(Texture2D texture);| +GetScreenData|Image|(void);| +UpdateTexture|void|(Texture2D texture, const void *pixels);| +ImageCopy|Image|(Image image);| +ImageToPOT|void|(Image *image, Color fillColor);| +ImageFormat|void|(Image *image, int newFormat);| +ImageAlphaMask|void|(Image *image, Image alphaMask);| +ImageAlphaClear|void|(Image *image, Color color, float threshold); +ImageAlphaCrop|void|(Image *image, float threshold);| +ImageAlphaPremultiply|void|(Image *image);| +ImageCrop|void|(Image *image, Rectangle crop);| +ImageResize|void|(Image *image, int newWidth, int newHeight);| +ImageResizeNN|void|(Image *image, int newWidth,int newHeight);|void| +ImageResizeCanvas|void|(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);| +ImageMipmaps|void|(Image *image);| +ImageDither|void|(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);| +ImageExtractPalette|Color *|(Image image, int maxPaletteSize, int *extractCount);| +ImageText|Image|(const char *text, int fontSize, Color color);| +ImageTextEx|Image|(Font font, const char *text, float fontSize, float spacing, Color tint);| +ImageDraw|void|(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);| +ImageDrawRectangle|void|(Image *dst, Rectangle rec, Color color);| +ImageDrawRectangleLines|void|(Image *dst, Rectangle rec, int thick, Color color);| +ImageDrawText|void|(Image *dst, Vector2 position, const char *text, int fontSize, Color color);| +ImageDrawTextEx|void|(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);| +ImageFlipVertical|void|(Image *image);| +ImageFlipHorizontal|void|(Image *image);| +ImageRotate|void|(Image *image, int degrees);| +ImageRotateCW|void|(Image *image);| +ImageRotateCCW|void|(Image *image);| +ImageColorTint|void|(Image *image, Color color);| +ImageColorInvert|void|(Image *image);| +ImageColorGrayscale|void|(Image *image);| +ImageColorContrast|void|(Image *image, float contrast);| +ImageColorBrightness|void|(Image *image, int brightness);| +ImageColorReplace|void|(Image *image, Color color, Color replace);| +GenImageColor|Image|(int width, int height, Color color);| +GenImageGradientLinear|Image|(int width, int height, int direction, Color start, Color end);| +GenImageGradientRadial|Image|(int width, int height, float density, Color inner, Color outer);| +GenImageGradientSquare|Image|(int width, int height, float density, Color inner, Color outer);| +GenImageChecked|Image|(int width, int height, int checksX, int checksY, Color col1, Color col2);| +GenImageWhiteNoise|Image|(int width, int height, float factor);| +GenImagePerlinNoise|Image|(int width, int height, int offsetX, int offsetY, float scale);| +GenImageCellular|Image|(int width, int height, int tileSize);| +GenTextureMipmaps|void|(Texture2D *texture);| +SetTextureFilter|void|(Texture2D texture, int filterMode);| +SetTextureWrap|void|(Texture2D texture, int wrapMode);| +DrawTexture|void|(Texture2D texture, int posX, int posY, Color tint);| +DrawTextureV|void|(Texture2D texture, Vector2 position, Color tint);| +DrawTextureEx|void|(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);| +DrawTextureRec|void|(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);| +DrawTextureQuad|void|(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);| +DrawTexturePro|void|(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);| +DrawTextureNPatch|void|(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);| +GetFontDefault|Font|(void);| +LoadFont|Font|(const char *fileName);| +LoadFontEx|Font|(const char *fileName, int fontSize, int *fontChars, int charsCount);| +LoadFontFromImage|Font|(Image image, Color key, int firstChar);| +LoadFontData|CharInfo *|(const char *fileName, int fontSize, int *fontChars, int charsCount, int type);| +GenImageFontAtlas|Image|(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod);| +UnloadFont|void|(Font font);| +DrawFPS|void|(int posX, int posY);| +DrawText|void|(const char *text, int posX, int posY, int fontSize, Color color);| +DrawTextEx|void|(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);| +DrawTextRec|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);| +DrawTextRecEx|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack);| +MeasureText|int|(const char *text, int fontSize);| +MeasureTextEx|Vector2|(Font font, const char *text, float fontSize, float spacing);| +GetGlyphIndex|int|(Font font, int character);| +TextIsEqual|bool|(const char *text1, const char *text2);| +TextLength|unsigned int|(const char *text);| +TextFormat|const char *|(const char *text, ...);| +TextSubtext|const char *|(const char *text, int position, int length);| +TextReplace|const char *|(char *text, const char *replace, const char *by);| +TextInsert|const char *|(const char *text, const char *insert, int position);| +TextJoin|const char *|(const char **textList, int count, const char *delimiter);| +TextSplit|const char **|(const char *text, char delimiter, int *count);| +TextAppend|void|(char *text, const char *append, int *position);| +TextFindIndex|int|(const char *text, const char *find);| +TextToUpper|const char *|(const char *text);| +TextToLower|const char *|(const char *text);| +TextToPascal|const char *|(const char *text);| +TextToInteger|int|(const char *text);| +DrawLine3D|void|(Vector3 startPos, Vector3 endPos, Color color);| +DrawCircle3D|void|(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);| +DrawCube|void|(Vector3 position, float width, float height, float length, Color color);| +DrawCubeV|void|(Vector3 position, Vector3 size, Color color);| +DrawCubeWires|void|(Vector3 position, float width, float height, float length, Color color);| +DrawCubeWiresV|void|(Vector3 position, Vector3 size, Color color);| +DrawCubeTexture|void|(Texture2D texture, Vector3 position, float width, float height, float length, Color color);| +DrawSphere|void|(Vector3 centerPos, float radius, Color color);| +DrawSphereEx|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);| +DrawSphereWires|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);| +DrawCylinder|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);| +DrawCylinderWires|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);| +DrawPlane|void|(Vector3 centerPos, Vector2 size, Color color);| +DrawRay|void|(Ray ray, Color color);| +DrawGrid|void|(int slices, float spacing);| +DrawGizmo|void|(Vector3 position);| +LoadModel|Model|(const char *fileName);| +LoadModelFromMesh|Model|(Mesh mesh);| +UnloadModel|void|(Model model);| +LoadMeshes|Mesh *|(const char *fileName, int *meshCount);| +ExportMesh|void|(Mesh mesh, const char *fileName);| +UnloadMesh|void|(Mesh *mesh);| +LoadMaterials|Material *|(const char *fileName, int *materialCount);| +LoadMaterialDefault|Material|(void);| +UnloadMaterial|void|(Material material);| +SetMaterialTexture|void|(Material *material, int mapType, Texture2D texture);| +SetModelMeshMaterial|void|(Model *model, int meshId, int materialId);| +LoadModelAnimations|ModelAnimation *|(const char *fileName, int *animsCount);| +UpdateModelAnimation|void|(Model model, ModelAnimation anim, int frame);| +UnloadModelAnimation|void|(ModelAnimation anim);| +IsModelAnimationValid|bool|(Model model, ModelAnimation anim);| +GenMeshPoly|Mesh|(int sides, float radius);| +GenMeshPlane|Mesh|(float width, float length, int resX, int resZ);| +GenMeshCube|Mesh|(float width, float height, float length);| +GenMeshSphere|Mesh|(float radius, int rings, int slices);| +GenMeshHemiSphere|Mesh|(float radius, int rings, int slices);| +GenMeshCylinder|Mesh|(float radius, float height, int slices);| +GenMeshTorus|Mesh|(float radius, float size, int radSeg, int sides);| +GenMeshKnot|Mesh|(float radius, float size, int radSeg, int sides);| +GenMeshHeightmap|Mesh|(Image heightmap, Vector3 size);| +GenMeshCubicmap|Mesh|(Image cubicmap, Vector3 cubeSize);| +GetMeshBoundingBox|BoundingBox|(Mesh mesh);| +MeshTangents|void|(Mesh *mesh);| +MeshBinormals|void|(Mesh *mesh);| +DrawModel|void|(Model model, Vector3 position, float scale, Color tint);| +DrawModelEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);| +DrawModelWires|void|(Model model, Vector3 position, float scale, Color tint);| +DrawModelWiresEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);| +DrawBoundingBox|void|(BoundingBox box, Color color);| +DrawBillboard|void|(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);| +DrawBillboardRec|void|(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);| +CheckCollisionSpheres|bool|(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);| +CheckCollisionBoxes|bool|(BoundingBox box1, BoundingBox box2);| +CheckCollisionBoxSphere|bool|(BoundingBox box, Vector3 centerSphere, float radiusSphere);| +CheckCollisionRaySphere|bool|(Ray ray, Vector3 spherePosition, float sphereRadius);| +CheckCollisionRaySphereEx|bool|(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);| +CheckCollisionRayBox|bool|(Ray ray, BoundingBox box);| +GetCollisionRayModel|RayHitInfo|(Ray ray, Model *model);| +GetCollisionRayTriangle|RayHitInfo|(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);| +GetCollisionRayGround|RayHitInfo|(Ray ray, float groundHeight);| +LoadText|char *|(const char *fileName);| +LoadShader|Shader|(const char *vsFileName, const char *fsFileName);| +LoadShaderCode|Shader|(char *vsCode, char *fsCode);| +UnloadShader|void|(Shader shader);| +GetShaderDefault|Shader|(void);| +GetTextureDefault|Texture2D|(void);| +GetShaderLocation|int|(Shader shader, const char *uniformName);| +SetShaderValue|void|(Shader shader, int uniformLoc, const void *value, int uniformType);| +SetShaderValueV|void|(Shader shader, int uniformLoc, const void *value, int uniformType, int count);| +SetShaderValueMatrix|void|(Shader shader, int uniformLoc, Matrix mat);| +SetShaderValueTexture|void|(Shader shader, int uniformLoc, Texture2D texture);| +SetMatrixProjection|void|(Matrix proj);| +SetMatrixModelview|void|(Matrix view);| +GetMatrixModelview|Matrix|();| +BeginShaderMode|void|(Shader shader);| +EndShaderMode|void|(void);| +BeginBlendMode|void|(int mode);| +EndBlendMode|void|(void);| +BeginScissorMode|void|(int x, int y, int width, int height);| +EndScissorMode|void|(void);| +InitVrSimulator|void|(void);| +CloseVrSimulator|void|(void);| +UpdateVrTracking|void|(Camera *camera);| +SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);| +IsVrSimulatorReady|bool|(void);| +ToggleVrMode|void|(void);| +BeginVrDrawing|void|(void);| +EndVrDrawing|void|(void);| +InitAudioDevice|void|(void);| +CloseAudioDevice|void|(void);| +IsAudioDeviceReady|bool|(void);| +SetMasterVolume|void|(float volume);| +LoadWave|Wave|(const char *fileName);| +LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);| +LoadSound|Sound|(const char *fileName);| +LoadSoundFromWave|Sound|(Wave wave);| +UpdateSound|void|(Sound sound, const void *data, int samplesCount);| +UnloadWave|void|(Wave wave);| +UnloadSound|void|(Sound sound);| +ExportWave|void|(Wave wave, const char *fileName);| +ExportWaveAsCode|void|(Wave wave, const char *fileName);| +PlaySound|void|(Sound sound);| +PauseSound|void|(Sound sound);| +ResumeSound|void|(Sound sound);| +StopSound|void|(Sound sound);| +IsSoundPlaying|bool|(Sound sound);| +SetSoundVolume|void|(Sound sound, float volume);| +SetSoundPitch|void|(Sound sound, float pitch);| +WaveFormat|void|(Wave *wave, int sampleRate, int sampleSize, int channels);| +WaveCopy|Wave|(Wave wave);| +WaveCrop|void|(Wave *wave, int initSample, int finalSample);| +GetWaveData|float *|(Wave wave);| +LoadMusicStream|Music|(const char *fileName);| +UnloadMusicStream|void|(Music music);| +PlayMusicStream|void|(Music music);| +UpdateMusicStream|void|(Music music);| +StopMusicStream|void|(Music music);| +PauseMusicStream|void|(Music music);| +ResumeMusicStream|void|(Music music);| +IsMusicPlaying|bool|(Music music);| +SetMusicVolume|void|(Music music, float volume);| +SetMusicPitch|void|(Music music, float pitch);| +SetMusicLoopCount|void|(Music music, int count);| +GetMusicTimeLength|float|(Music music);| +GetMusicTimePlayed|float|(Music music);| +InitAudioStream|AudioStream|(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels);| +UpdateAudioStream|void|(AudioStream stream, const void *data, int samplesCount);| +CloseAudioStream|void|(AudioStream stream);| +IsAudioBufferProcessed|bool|(AudioStream stream);| +PlayAudioStream|void|(AudioStream stream);| +PauseAudioStream|void|(AudioStream stream);| +ResumeAudioStream|void|(AudioStream stream);| +IsAudioStreamPlaying|bool|(AudioStream stream);| +StopAudioStream|void|(AudioStream stream);| +SetAudioStreamVolume|void|(AudioStream stream, float volume);| +SetAudioStreamPitch|void|(AudioStream stream, float pitch);| +Vector2|struct|| +Vector3|struct|| +Vector4|struct|| +Quaternion|struct|| +Matrix|struct|| +Color|struct|| +Rectangle|struct|| +Image|struct|| +Texture|struct|| +RenderTexture|struct|| +NPatchInfo|struct|| +CharInfo|struct|| +Font|struct|| +Camera|struct|| +Camera2D|struct|| +Mesh|struct|| +Shader|struct|| +MaterialMap|struct|| +Material|struct|| +Model|struct|| +Transform|struct|| +BoneInfo|struct|| +ModelAnimation|struct|| +Ray|struct|| +RayHitInfo|struct|| +BoundingBox|struct|| +Wave|struct|| +Sound|struct|| +Music|struct|| +AudioStream|struct|| +VrDeviceInfo|struct|| +LIGHTGRAY|#define|| +GRAY|#define|| +DARKGRAY|#define|| +YELLOW|#define|| +GOLD|#define|| +ORANGE|#define|| +PINK|#define|| +RED|#define|| +MAROON|#define|| +GREEN|#define|| +LIME|#define|| +DARKGREEN|#define|| +SKYBLUE|#define|| +BLUE|#define|| +DARKBLUE|#define|| +PURPLE|#define|| +VIOLET|#define|| +DARKPURPLE|#define|| +BEIGE|#define|| +BROWN|#define|| +DARKBROWN|#define|| +WHITE|#define|| +BLACK|#define|| +BLANK|#define|| +MAGENTA|#define|| +RAYWHITE|#define|| diff --git a/deps/raylib/projects/Geany/raylib_compile_execute.bat b/deps/raylib/projects/Geany/raylib_compile_execute.bat new file mode 100644 index 0000000..b99740c --- /dev/null +++ b/deps/raylib/projects/Geany/raylib_compile_execute.bat @@ -0,0 +1,21 @@ +::@echo off +:: > Setup required Environment +:: ------------------------------------- +set RAYLIB_DIR=C:\raylib +set COMPILER_DIR=C:\raylib\mingw\bin +set PATH=%PATH%;%COMPILER_DIR% +set FILE_NAME=%1 +set NAME_PART=%FILE_NAME:~0,-2% +cd %~dp0 +:: . +:: > Cleaning latest build +:: --------------------------- +cmd /c if exist %NAME_PART%.exe del /F %NAME_PART%.exe +:: . +:: > Compiling program +:: -------------------------- +gcc -o %NAME_PART%.exe %FILE_NAME% %RAYLIB_DIR%\src\raylib.rc.data -s -O2 -I../../src -Iexternal -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99 -Wall -mwindows +:: . +:: . > Executing program +:: ------------------------- +cmd /c if exist %NAME_PART%.exe %NAME_PART%.exe
\ No newline at end of file diff --git a/deps/raylib/projects/Geany/raylib_compile_sources.bat b/deps/raylib/projects/Geany/raylib_compile_sources.bat new file mode 100644 index 0000000..9ee5f0e --- /dev/null +++ b/deps/raylib/projects/Geany/raylib_compile_sources.bat @@ -0,0 +1,42 @@ +::@echo off +:: > Choose compile options +:: ------------------------------- +:: Set desired OpenGL API version: 1.1, 2.1, 3.3 +set GRAPHICS_API=GRAPHICS_API_OPENGL_33 +:: . +:: > Setup required Environment +:: ------------------------------------- +set RAYLIB_DIR=C:\raylib +set COMPILER_DIR=C:\raylib\mingw\bin +set PATH=%PATH%;%COMPILER_DIR% +cd %RAYLIB_DIR%\raylib\src +:: . +:: > Cleaning latest build +:: --------------------------- +cmd /c del /F *.o +cmd /c del /F libraylib.a +:: . +:: > Compile raylib modules +:: ------------------------------ +gcc -O2 -c rglfw.c -Wall -I. -Iexternal/glfw/include +gcc -O2 -c rcore.c -std=c99 -Wall -Iexternal/glfw/include -DPLATFORM_DESKTOP -D%GRAPHICS_API% +gcc -O2 -c rshapes.c -std=c99 -Wall -DPLATFORM_DESKTOP +gcc -O2 -c rtextures.c -std=c99 -Wall -DPLATFORM_DESKTOP +gcc -O2 -c rtext.c -std=c99 -Wall -DPLATFORM_DESKTOP +gcc -O2 -c rmodels.c -std=c99 -Wall -DPLATFORM_DESKTOP +gcc -O2 -c raudio.c -std=c99 -Wall -DPLATFORM_DESKTOP +gcc -O2 -c utils.c -std=c99 -Wall -DPLATFORM_DESKTOP + +:: . +:: . > Generate raylib library +:: ------------------------------ +ar rcs libraylib.a rcore.o rglfw.o rshapes.o rtextures.o rtext.o rmodels.o raudio.o utils.o +:: . +:: > Installing raylib library +:: ----------------------------- +cmd /c copy raylib.h %RAYLIB_DIR%\mingw\i686-w64-mingw32\include /Y +cmd /c copy libraylib.a %RAYLIB_DIR%\mingw\i686-w64-mingw32\lib /Y +:: . +:: > Restore environment +:: ----------------------------- +cd %~dp0
\ No newline at end of file diff --git a/deps/raylib/projects/Geany/raylib_project.geany b/deps/raylib/projects/Geany/raylib_project.geany new file mode 100644 index 0000000..307719e --- /dev/null +++ b/deps/raylib/projects/Geany/raylib_project.geany @@ -0,0 +1,41 @@ +[editor] +line_wrapping=false +line_break_column=72 +auto_continue_multiline=true + +[file_prefs] +final_new_line=true +ensure_convert_new_lines=false +strip_trailing_spaces=false +replace_tabs=true + +[indentation] +indent_width=4 +indent_type=0 +indent_hard_tab_width=8 +detect_indent=false +detect_indent_width=false +indent_mode=2 + +[project] +name=raylib_project +base_path=./ +description=raylib project template +file_patterns= + +[long line marker] +long_line_behaviour=1 +long_line_column=72 + +[files] +current_page=0 +FILE_NAME_0=0;C;0;EUTF-8;1;1;0;C%3A%5CGitHub%5Craylib%5Cprojects%5CGeany%5Ccore_basic_window.c;0;4 + +[build-menu] +filetypes=C; +EX_00_LB=_Execute +EX_00_CM="./%e" +EX_00_WD= +CFT_00_LB=_Compile +CFT_00_CM=raylib_compile_execute.bat %f +CFT_00_WD= diff --git a/deps/raylib/projects/Notepad++/README.md b/deps/raylib/projects/Notepad++/README.md new file mode 100644 index 0000000..7a2e261 --- /dev/null +++ b/deps/raylib/projects/Notepad++/README.md @@ -0,0 +1,19 @@ +### Notepad++ raylib config files + +This folder includes some useful files to config Notepad++ for raylib. + +#### raylib functions autocomplete - c_raylib.xml + +Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file. + +This file has been automatically generated using the provided tool: `raylib_npp_parser` + +This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent. + +To use the tool, just drag and drop raylib.h over raylib_npp_parser program. + +#### Notepad++ NppExec compilation scripts - npes_saved.txt + +A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples. + + diff --git a/deps/raylib/projects/Notepad++/npes_saved_mingw.txt b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt Binary files differnew file mode 100644 index 0000000..c07a430 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_tcc.txt b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt Binary files differnew file mode 100644 index 0000000..5dc1dc1 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt Binary files differnew file mode 100644 index 0000000..767fa27 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_zig.txt b/deps/raylib/projects/Notepad++/npes_saved_zig.txt Binary files differnew file mode 100644 index 0000000..427fd3f --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_zig.txt diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml new file mode 100644 index 0000000..3c642ad --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -0,0 +1,3660 @@ + <!-------------------------------------------------------------------------------------- --> + <!-- Window and Graphics Device Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Window-related functions --> + <KeyWord name="InitWindow" func="yes"> + <Overload retVal="void" descr="Initialize window and OpenGL context"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="CloseWindow" func="yes"> + <Overload retVal="void" descr="Close window and unload OpenGL context"></Overload> + </KeyWord> + <KeyWord name="WindowShouldClose" func="yes"> + <Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload> + </KeyWord> + <KeyWord name="IsWindowReady" func="yes"> + <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="IsWindowFullscreen" func="yes"> + <Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload> + </KeyWord> + <KeyWord name="IsWindowHidden" func="yes"> + <Overload retVal="bool" descr="Check if window is currently hidden"></Overload> + </KeyWord> + <KeyWord name="IsWindowMinimized" func="yes"> + <Overload retVal="bool" descr="Check if window is currently minimized"></Overload> + </KeyWord> + <KeyWord name="IsWindowMaximized" func="yes"> + <Overload retVal="bool" descr="Check if window is currently maximized"></Overload> + </KeyWord> + <KeyWord name="IsWindowFocused" func="yes"> + <Overload retVal="bool" descr="Check if window is currently focused"></Overload> + </KeyWord> + <KeyWord name="IsWindowResized" func="yes"> + <Overload retVal="bool" descr="Check if window has been resized last frame"></Overload> + </KeyWord> + <KeyWord name="IsWindowState" func="yes"> + <Overload retVal="bool" descr="Check if one specific window flag is enabled"> + <Param name="unsigned int flag" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowState" func="yes"> + <Overload retVal="void" descr="Set window configuration state using flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="ClearWindowState" func="yes"> + <Overload retVal="void" descr="Clear window configuration state flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="ToggleFullscreen" func="yes"> + <Overload retVal="void" descr="Toggle window state: fullscreen/windowed, resizes monitor to match window resolution"></Overload> + </KeyWord> + <KeyWord name="ToggleBorderlessWindowed" func="yes"> + <Overload retVal="void" descr="Toggle window state: borderless windowed, resizes window to match monitor resolution"></Overload> + </KeyWord> + <KeyWord name="MaximizeWindow" func="yes"> + <Overload retVal="void" descr="Set window state: maximized, if resizable"></Overload> + </KeyWord> + <KeyWord name="MinimizeWindow" func="yes"> + <Overload retVal="void" descr="Set window state: minimized, if resizable"></Overload> + </KeyWord> + <KeyWord name="RestoreWindow" func="yes"> + <Overload retVal="void" descr="Set window state: not minimized/maximized"></Overload> + </KeyWord> + <KeyWord name="SetWindowIcon" func="yes"> + <Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowIcons" func="yes"> + <Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit)"> + <Param name="Image *images" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowTitle" func="yes"> + <Overload retVal="void" descr="Set title for window"> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowPosition" func="yes"> + <Overload retVal="void" descr="Set window position on screen"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMonitor" func="yes"> + <Overload retVal="void" descr="Set monitor for the current window"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMinSize" func="yes"> + <Overload retVal="void" descr="Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMaxSize" func="yes"> + <Overload retVal="void" descr="Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowSize" func="yes"> + <Overload retVal="void" descr="Set window dimensions"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowOpacity" func="yes"> + <Overload retVal="void" descr="Set window opacity [0.0f..1.0f]"> + <Param name="float opacity" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowFocused" func="yes"> + <Overload retVal="void" descr="Set window focused"></Overload> + </KeyWord> + <KeyWord name="GetWindowHandle" func="yes"> + <Overload retVal="void" descr="Get native window handle"></Overload> + </KeyWord> + <KeyWord name="GetScreenWidth" func="yes"> + <Overload retVal="int" descr="Get current screen width"></Overload> + </KeyWord> + <KeyWord name="GetScreenHeight" func="yes"> + <Overload retVal="int" descr="Get current screen height"></Overload> + </KeyWord> + <KeyWord name="GetRenderWidth" func="yes"> + <Overload retVal="int" descr="Get current render width (it considers HiDPI)"></Overload> + </KeyWord> + <KeyWord name="GetRenderHeight" func="yes"> + <Overload retVal="int" descr="Get current render height (it considers HiDPI)"></Overload> + </KeyWord> + <KeyWord name="GetMonitorCount" func="yes"> + <Overload retVal="int" descr="Get number of connected monitors"></Overload> + </KeyWord> + <KeyWord name="GetCurrentMonitor" func="yes"> + <Overload retVal="int" descr="Get current monitor where window is placed"></Overload> + </KeyWord> + <KeyWord name="GetMonitorPosition" func="yes"> + <Overload retVal="Vector2" descr="Get specified monitor position"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorWidth" func="yes"> + <Overload retVal="int" descr="Get specified monitor width (current video mode used by monitor)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorHeight" func="yes"> + <Overload retVal="int" descr="Get specified monitor height (current video mode used by monitor)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorPhysicalWidth" func="yes"> + <Overload retVal="int" descr="Get specified monitor physical width in millimetres"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorPhysicalHeight" func="yes"> + <Overload retVal="int" descr="Get specified monitor physical height in millimetres"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorRefreshRate" func="yes"> + <Overload retVal="int" descr="Get specified monitor refresh rate"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetWindowPosition" func="yes"> + <Overload retVal="Vector2" descr="Get window position XY on monitor"></Overload> + </KeyWord> + <KeyWord name="GetWindowScaleDPI" func="yes"> + <Overload retVal="Vector2" descr="Get window scale DPI factor"></Overload> + </KeyWord> + <KeyWord name="GetMonitorName" func="yes"> + <Overload retVal="const char" descr="Get the human-readable, UTF-8 encoded name of the specified monitor"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetClipboardText" func="yes"> + <Overload retVal="void" descr="Set clipboard text content"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetClipboardText" func="yes"> + <Overload retVal="const char" descr="Get clipboard text content"></Overload> + </KeyWord> + <KeyWord name="GetClipboardImage" func="yes"> + <Overload retVal="Image" descr="Get clipboard image"></Overload> + </KeyWord> + <KeyWord name="EnableEventWaiting" func="yes"> + <Overload retVal="void" descr="Enable waiting for events on EndDrawing(), no automatic event polling"></Overload> + </KeyWord> + <KeyWord name="DisableEventWaiting" func="yes"> + <Overload retVal="void" descr="Disable waiting for events on EndDrawing(), automatic events polling"></Overload> + </KeyWord> + + <!-- Cursor-related functions --> + <KeyWord name="ShowCursor" func="yes"> + <Overload retVal="void" descr="Shows cursor"></Overload> + </KeyWord> + <KeyWord name="HideCursor" func="yes"> + <Overload retVal="void" descr="Hides cursor"></Overload> + </KeyWord> + <KeyWord name="IsCursorHidden" func="yes"> + <Overload retVal="bool" descr="Check if cursor is not visible"></Overload> + </KeyWord> + <KeyWord name="EnableCursor" func="yes"> + <Overload retVal="void" descr="Enables cursor (unlock cursor)"></Overload> + </KeyWord> + <KeyWord name="DisableCursor" func="yes"> + <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload> + </KeyWord> + <KeyWord name="IsCursorOnScreen" func="yes"> + <Overload retVal="bool" descr="Check if cursor is on the screen"></Overload> + </KeyWord> + + <!-- Drawing-related functions --> + <KeyWord name="ClearBackground" func="yes"> + <Overload retVal="void" descr="Set background color (framebuffer clear color)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="BeginDrawing" func="yes"> + <Overload retVal="void" descr="Setup canvas (framebuffer) to start drawing"></Overload> + </KeyWord> + <KeyWord name="EndDrawing" func="yes"> + <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload> + </KeyWord> + <KeyWord name="BeginMode2D" func="yes"> + <Overload retVal="void" descr="Begin 2D mode with custom camera (2D)"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode2D" func="yes"> + <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload> + </KeyWord> + <KeyWord name="BeginMode3D" func="yes"> + <Overload retVal="void" descr="Begin 3D mode with custom camera (3D)"> + <Param name="Camera3D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode3D" func="yes"> + <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload> + </KeyWord> + <KeyWord name="BeginTextureMode" func="yes"> + <Overload retVal="void" descr="Begin drawing to render texture"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="EndTextureMode" func="yes"> + <Overload retVal="void" descr="Ends drawing to render texture"></Overload> + </KeyWord> + <KeyWord name="BeginShaderMode" func="yes"> + <Overload retVal="void" descr="Begin custom shader drawing"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="EndShaderMode" func="yes"> + <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> + </KeyWord> + <KeyWord name="BeginBlendMode" func="yes"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied, subtract, custom)"> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="EndBlendMode" func="yes"> + <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> + </KeyWord> + <KeyWord name="BeginScissorMode" func="yes"> + <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)"> + <Param name="int x" /> + <Param name="int y" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="EndScissorMode" func="yes"> + <Overload retVal="void" descr="End scissor mode"></Overload> + </KeyWord> + <KeyWord name="BeginVrStereoMode" func="yes"> + <Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + <KeyWord name="EndVrStereoMode" func="yes"> + <Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload> + </KeyWord> + + <!-- VR stereo config functions for VR simulator --> + <KeyWord name="LoadVrStereoConfig" func="yes"> + <Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters"> + <Param name="VrDeviceInfo device" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadVrStereoConfig" func="yes"> + <Overload retVal="void" descr="Unload VR stereo config"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + + <!-- Shader management functions --> + <!-- NOTE: Shader functionality is not available on OpenGL 1.1 --> + <KeyWord name="LoadShader" func="yes"> + <Overload retVal="Shader" descr="Load shader from files and bind default locations"> + <Param name="const char *vsFileName" /> + <Param name="const char *fsFileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShaderFromMemory" func="yes"> + <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> + <Param name="const char *vsCode" /> + <Param name="const char *fsCode" /> + </Overload> + </KeyWord> + <KeyWord name="IsShaderValid" func="yes"> + <Overload retVal="bool" descr="Check if a shader is valid (loaded on GPU)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocation" func="yes"> + <Overload retVal="int" descr="Get shader uniform location"> + <Param name="Shader shader" /> + <Param name="const char *uniformName" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocationAttrib" func="yes"> + <Overload retVal="int" descr="Get shader attribute location"> + <Param name="Shader shader" /> + <Param name="const char *attribName" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValue" func="yes"> + <Overload retVal="void" descr="Set shader uniform value"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueV" func="yes"> + <Overload retVal="void" descr="Set shader uniform value vector"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueMatrix" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Matrix mat" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueTexture" func="yes"> + <Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadShader" func="yes"> + <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + + <!-- Screen-space-related functions --> + <KeyWord name="GetScreenToWorldRay" func="yes"> + <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse)"> + <Param name="Vector2 position" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenToWorldRayEx" func="yes"> + <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse) in a viewport"> + <Param name="Vector2 position" /> + <Param name="Camera camera" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen" func="yes"> + <Overload retVal="Vector2" descr="Get the screen space position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreenEx" func="yes"> + <Overload retVal="Vector2" descr="Get size position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen2D" func="yes"> + <Overload retVal="Vector2" descr="Get the screen space position for a 2d camera world space position"> + <Param name="Vector2 position" /> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenToWorld2D" func="yes"> + <Overload retVal="Vector2" descr="Get the world space position for a 2d camera screen space position"> + <Param name="Vector2 position" /> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetCameraMatrix" func="yes"> + <Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)"> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetCameraMatrix2D" func="yes"> + <Overload retVal="Matrix" descr="Get camera 2d transform matrix"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + + <!-- Timing-related functions --> + <KeyWord name="SetTargetFPS" func="yes"> + <Overload retVal="void" descr="Set target FPS (maximum)"> + <Param name="int fps" /> + </Overload> + </KeyWord> + <KeyWord name="GetFrameTime" func="yes"> + <Overload retVal="float" descr="Get time in seconds for last frame drawn (delta time)"></Overload> + </KeyWord> + <KeyWord name="GetTime" func="yes"> + <Overload retVal="double" descr="Get elapsed time in seconds since InitWindow()"></Overload> + </KeyWord> + <KeyWord name="GetFPS" func="yes"> + <Overload retVal="int" descr="Get current FPS"></Overload> + </KeyWord> + + <!-- Custom frame control functions --> + <!-- NOTE: Those functions are intended for advanced users that want full control over the frame processing --> + <!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() --> + <!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL --> + <KeyWord name="SwapScreenBuffer" func="yes"> + <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload> + </KeyWord> + <KeyWord name="PollInputEvents" func="yes"> + <Overload retVal="void" descr="Register all input events"></Overload> + </KeyWord> + <KeyWord name="WaitTime" func="yes"> + <Overload retVal="void" descr="Wait for some time (halt program execution)"> + <Param name="double seconds" /> + </Overload> + </KeyWord> + + <!-- Random values generation functions --> + <KeyWord name="SetRandomSeed" func="yes"> + <Overload retVal="void" descr="Set the seed for the random number generator"> + <Param name="unsigned int seed" /> + </Overload> + </KeyWord> + <KeyWord name="GetRandomValue" func="yes"> + <Overload retVal="int" descr="Get a random value between min and max (both included)"> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRandomSequence" func="yes"> + <Overload retVal="int" descr="Load random values sequence, no values repeated"> + <Param name="unsigned int count" /> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRandomSequence" func="yes"> + <Overload retVal="void" descr="Unload random values sequence"> + <Param name="int *sequence" /> + </Overload> + </KeyWord> + + <!-- Misc. functions --> + <KeyWord name="TakeScreenshot" func="yes"> + <Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="SetConfigFlags" func="yes"> + <Overload retVal="void" descr="Setup init configuration flags (view FLAGS)"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="OpenURL" func="yes"> + <Overload retVal="void" descr="Open URL with default system browser (if available)"> + <Param name="const char *url" /> + </Overload> + </KeyWord> + + <!-- NOTE: Following functions implemented in module [utils] --> + <!-------------------------------------------------------------------- --> + <KeyWord name="TraceLog" func="yes"> + <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)"> + <Param name="int logLevel" /> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="SetTraceLogLevel" func="yes"> + <Overload retVal="void" descr="Set the current threshold (minimum) log level"> + <Param name="int logLevel" /> + </Overload> + </KeyWord> + <KeyWord name="MemAlloc" func="yes"> + <Overload retVal="void" descr="Internal memory allocator"> + <Param name="unsigned int size" /> + </Overload> + </KeyWord> + <KeyWord name="MemRealloc" func="yes"> + <Overload retVal="void" descr="Internal memory reallocator"></Overload> + </KeyWord> + <KeyWord name="MemFree" func="yes"> + <Overload retVal="void" descr="Internal memory free"></Overload> + </KeyWord> + + <!-- Set custom callbacks --> + <!-- WARNING: Callbacks setup is intended for advanced users --> + <KeyWord name="SetTraceLogCallback" func="yes"> + <Overload retVal="void" descr="Set custom trace log"> + <Param name="TraceLogCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetLoadFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data loader"> + <Param name="LoadFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data saver"> + <Param name="SaveFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetLoadFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data loader"> + <Param name="LoadFileTextCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data saver"> + <Param name="SaveFileTextCallback callback" /> + </Overload> + </KeyWord> + + <!-- Files management functions --> + <KeyWord name="char *LoadFileData" func="yes"> + <Overload retVal="unsigned" descr="Load file data as byte array (read)"> + <Param name="const char *fileName" /> + <Param name="int *dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFileData" func="yes"> + <Overload retVal="void" descr="Unload file data allocated by LoadFileData()"> + <Param name="unsigned char *data" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileData" func="yes"> + <Overload retVal="bool" descr="Save data to file from byte array (write), returns true on success"> + <Param name="const char *fileName" /></Overload> + </KeyWord> + <KeyWord name="ExportDataAsCode" func="yes"> + <Overload retVal="bool" descr="Export data to code (.h), returns true on success"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFileText" func="yes"> + <Overload retVal="char" descr="Load text data from file (read), returns a '\0' terminated string"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFileText" func="yes"> + <Overload retVal="void" descr="Unload file text data allocated by LoadFileText()"> + <Param name="char *text" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileText" func="yes"> + <Overload retVal="bool" descr="Save text data to file (write), string must be '\0' terminated, returns true on success"> + <Param name="const char *fileName" /> + <Param name="char *text" /> + </Overload> + </KeyWord> + <!-------------------------------------------------------------------- --> + + <!-- File system functions --> + <KeyWord name="FileExists" func="yes"> + <Overload retVal="bool" descr="Check if file exists"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="DirectoryExists" func="yes"> + <Overload retVal="bool" descr="Check if a directory path exists"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileExtension" func="yes"> + <Overload retVal="bool" descr="Check file extension (including point: .png, .wav)"> + <Param name="const char *fileName" /> + <Param name="const char *ext" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileLength" func="yes"> + <Overload retVal="int" descr="Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileExtension" func="yes"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: '.png')"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileName" func="yes"> + <Overload retVal="const char" descr="Get pointer to filename for a path string"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileNameWithoutExt" func="yes"> + <Overload retVal="const char" descr="Get filename string without extension (uses static string)"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get full path for a given fileName with path (uses static string)"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetPrevDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get previous directory path for a given path (uses static string)"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorkingDirectory" func="yes"> + <Overload retVal="const char" descr="Get current working directory (uses static string)"></Overload> + </KeyWord> + <KeyWord name="GetApplicationDirectory" func="yes"> + <Overload retVal="const char" descr="Get the directory of the running application (uses static string)"></Overload> + </KeyWord> + <KeyWord name="MakeDirectory" func="yes"> + <Overload retVal="int" descr="Create directories (including full path requested), returns 0 on success"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="ChangeDirectory" func="yes"> + <Overload retVal="bool" descr="Change working directory, return true on success"> + <Param name="const char *dir" /> + </Overload> + </KeyWord> + <KeyWord name="IsPathFile" func="yes"> + <Overload retVal="bool" descr="Check if a given path is a file or a directory"> + <Param name="const char *path" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileNameValid" func="yes"> + <Overload retVal="bool" descr="Check if fileName is valid for the platform/OS"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadDirectoryFiles" func="yes"> + <Overload retVal="FilePathList" descr="Load directory filepaths"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="LoadDirectoryFilesEx" func="yes"> + <Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result"> + <Param name="const char *basePath" /> + <Param name="const char *filter" /> + <Param name="bool scanSubdirs" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadDirectoryFiles" func="yes"> + <Overload retVal="void" descr="Unload filepaths"> + <Param name="FilePathList files" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileDropped" func="yes"> + <Overload retVal="bool" descr="Check if a file has been dropped into window"></Overload> + </KeyWord> + <KeyWord name="LoadDroppedFiles" func="yes"> + <Overload retVal="FilePathList" descr="Load dropped filepaths"></Overload> + </KeyWord> + <KeyWord name="UnloadDroppedFiles" func="yes"> + <Overload retVal="void" descr="Unload dropped filepaths"> + <Param name="FilePathList files" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileModTime" func="yes"> + <Overload retVal="long" descr="Get file modification time (last write time)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Compression/Encoding functionality --> + <KeyWord name="char *CompressData" func="yes"> + <Overload retVal="unsigned" descr="Compress data (DEFLATE algorithm), memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int *compDataSize" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecompressData" func="yes"> + <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorithm), memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int compDataSize" /> + <Param name="int *dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="EncodeDataBase64" func="yes"> + <Overload retVal="char" descr="Encode data to Base64 string, memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int *outputSize" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecodeDataBase64" func="yes"> + <Overload retVal="unsigned" descr="Decode Base64 string data, memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int *outputSize" /> + </Overload> + </KeyWord> + <KeyWord name="int ComputeCRC32" func="yes"> + <Overload retVal="unsigned" descr="Compute CRC32 hash code"> + <Param name="unsigned char *data" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="int *ComputeMD5" func="yes"> + <Overload retVal="unsigned" descr="Compute MD5 hash code, returns static int[4] (16 bytes)"> + <Param name="unsigned char *data" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="int *ComputeSHA1" func="yes"> + <Overload retVal="unsigned" descr="Compute SHA1 hash code, returns static int[5] (20 bytes)"> + <Param name="unsigned char *data" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + + + <!-- Automation events functionality --> + <KeyWord name="LoadAutomationEventList" func="yes"> + <Overload retVal="AutomationEventList" descr="Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadAutomationEventList" func="yes"> + <Overload retVal="void" descr="Unload automation events list from file"> + <Param name="AutomationEventList list" /> + </Overload> + </KeyWord> + <KeyWord name="ExportAutomationEventList" func="yes"> + <Overload retVal="bool" descr="Export automation events list as text file"> + <Param name="AutomationEventList list" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="SetAutomationEventList" func="yes"> + <Overload retVal="void" descr="Set automation event list to record to"> + <Param name="AutomationEventList *list" /> + </Overload> + </KeyWord> + <KeyWord name="SetAutomationEventBaseFrame" func="yes"> + <Overload retVal="void" descr="Set automation event internal base frame to start recording"> + <Param name="int frame" /> + </Overload> + </KeyWord> + <KeyWord name="StartAutomationEventRecording" func="yes"> + <Overload retVal="void" descr="Start recording automation events (AutomationEventList must be set)"></Overload> + </KeyWord> + <KeyWord name="StopAutomationEventRecording" func="yes"> + <Overload retVal="void" descr="Stop recording automation events"></Overload> + </KeyWord> + <KeyWord name="PlayAutomationEvent" func="yes"> + <Overload retVal="void" descr="Play a recorded automation event"> + <Param name="AutomationEvent event" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Input Handling Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Input-related functions: keyboard --> + <KeyWord name="IsKeyPressed" func="yes"> + <Overload retVal="bool" descr="Check if a key has been pressed once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyPressedRepeat" func="yes"> + <Overload retVal="bool" descr="Check if a key has been pressed again"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyDown" func="yes"> + <Overload retVal="bool" descr="Check if a key is being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyReleased" func="yes"> + <Overload retVal="bool" descr="Check if a key has been released once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyUp" func="yes"> + <Overload retVal="bool" descr="Check if a key is NOT being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="GetKeyPressed" func="yes"> + <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty"></Overload> + </KeyWord> + <KeyWord name="GetCharPressed" func="yes"> + <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty"></Overload> + </KeyWord> + <KeyWord name="SetExitKey" func="yes"> + <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)"> + <Param name="int key" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: gamepads --> + <KeyWord name="IsGamepadAvailable" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad is available"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadName" func="yes"> + <Overload retVal="const char" descr="Get gamepad internal name id"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonPressed" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button has been pressed once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonDown" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button is being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonReleased" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button has been released once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonUp" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button is NOT being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadButtonPressed" func="yes"> + <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisCount" func="yes"> + <Overload retVal="int" descr="Get gamepad axis count for a gamepad"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisMovement" func="yes"> + <Overload retVal="float" descr="Get axis movement value for a gamepad axis"> + <Param name="int gamepad" /> + <Param name="int axis" /> + </Overload> + </KeyWord> + <KeyWord name="SetGamepadMappings" func="yes"> + <Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)"> + <Param name="const char *mappings" /> + </Overload> + </KeyWord> + <KeyWord name="SetGamepadVibration" func="yes"> + <Overload retVal="void" descr="Set gamepad vibration for both motors (duration in seconds)"> + <Param name="int gamepad" /> + <Param name="float leftMotor" /> + <Param name="float rightMotor" /> + <Param name="float duration" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: mouse --> + <KeyWord name="IsMouseButtonPressed" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button has been pressed once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonDown" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button is being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonReleased" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button has been released once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonUp" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button is NOT being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseX" func="yes"> + <Overload retVal="int" descr="Get mouse position X"></Overload> + </KeyWord> + <KeyWord name="GetMouseY" func="yes"> + <Overload retVal="int" descr="Get mouse position Y"></Overload> + </KeyWord> + <KeyWord name="GetMousePosition" func="yes"> + <Overload retVal="Vector2" descr="Get mouse position XY"></Overload> + </KeyWord> + <KeyWord name="GetMouseDelta" func="yes"> + <Overload retVal="Vector2" descr="Get mouse delta between frames"></Overload> + </KeyWord> + <KeyWord name="SetMousePosition" func="yes"> + <Overload retVal="void" descr="Set mouse position XY"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseOffset" func="yes"> + <Overload retVal="void" descr="Set mouse offset"> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseScale" func="yes"> + <Overload retVal="void" descr="Set mouse scaling"> + <Param name="float scaleX" /> + <Param name="float scaleY" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMove" func="yes"> + <Overload retVal="float" descr="Get mouse wheel movement for X or Y, whichever is larger"></Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMoveV" func="yes"> + <Overload retVal="Vector2" descr="Get mouse wheel movement for both X and Y"></Overload> + </KeyWord> + <KeyWord name="SetMouseCursor" func="yes"> + <Overload retVal="void" descr="Set mouse cursor"> + <Param name="int cursor" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: touch --> + <KeyWord name="GetTouchX" func="yes"> + <Overload retVal="int" descr="Get touch position X for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchY" func="yes"> + <Overload retVal="int" descr="Get touch position Y for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchPosition" func="yes"> + <Overload retVal="Vector2" descr="Get touch position XY for a touch point index (relative to screen size)"> + <Param name="int index" /> + </Overload> + </KeyWord> + <KeyWord name="GetTouchPointId" func="yes"> + <Overload retVal="int" descr="Get touch point identifier for given index"> + <Param name="int index" /> + </Overload> + </KeyWord> + <KeyWord name="GetTouchPointCount" func="yes"> + <Overload retVal="int" descr="Get number of touch points"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Gestures and Touch Handling Functions (Module: rgestures) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetGesturesEnabled" func="yes"> + <Overload retVal="void" descr="Enable a set of gestures using flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="IsGestureDetected" func="yes"> + <Overload retVal="bool" descr="Check if a gesture have been detected"> + <Param name="unsigned int gesture" /> + </Overload> + </KeyWord> + <KeyWord name="GetGestureDetected" func="yes"> + <Overload retVal="int" descr="Get latest detected gesture"></Overload> + </KeyWord> + <KeyWord name="GetGestureHoldDuration" func="yes"> + <Overload retVal="float" descr="Get gesture hold time in seconds"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture drag vector"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragAngle" func="yes"> + <Overload retVal="float" descr="Get gesture drag angle"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture pinch delta"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchAngle" func="yes"> + <Overload retVal="float" descr="Get gesture pinch angle"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Camera System Functions (Module: rcamera) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="UpdateCamera" func="yes"> + <Overload retVal="void" descr="Update camera position for selected mode"> + <Param name="Camera *camera" /> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateCameraPro" func="yes"> + <Overload retVal="void" descr="Update camera movement/rotation"> + <Param name="Camera *camera" /> + <Param name="Vector3 movement" /> + <Param name="Vector3 rotation" /> + <Param name="float zoom" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic Shapes Drawing Functions (Module: shapes) --> + <!-------------------------------------------------------------------------------------- --> + <!-- Set texture and rectangle to be used on shapes drawing --> + <!-- NOTE: It can be useful when using basic shapes and one single font, --> + <!-- defining a font char white rectangle would allow drawing everything in a single draw call --> + <KeyWord name="SetShapesTexture" func="yes"> + <Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + </Overload> + </KeyWord> + <KeyWord name="GetShapesTexture" func="yes"> + <Overload retVal="Texture2D" descr="Get texture that is used for shapes drawing"></Overload> + </KeyWord> + <KeyWord name="GetShapesTextureRectangle" func="yes"> + <Overload retVal="Rectangle" descr="Get texture source rectangle that is used for shapes drawing"></Overload> + </KeyWord> + + <!-- Basic shapes drawing functions --> + <KeyWord name="DrawPixel" func="yes"> + <Overload retVal="void" descr="Draw a pixel using geometry [Can be slow, use with care]"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw a pixel using geometry (Vector version) [Can be slow, use with care]"> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLine" func="yes"> + <Overload retVal="void" descr="Draw a line"> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineV" func="yes"> + <Overload retVal="void" descr="Draw a line (using gl lines)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineEx" func="yes"> + <Overload retVal="void" descr="Draw a line (using triangles/quads)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineStrip" func="yes"> + <Overload retVal="void" descr="Draw lines sequence (using gl lines)"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineBezier" func="yes"> + <Overload retVal="void" descr="Draw line segment cubic-bezier in-out interpolation"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleSector" func="yes"> + <Overload retVal="void" descr="Draw a piece of a circle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleSectorLines" func="yes"> + <Overload retVal="void" descr="Draw circle sector outline"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleGradient" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLinesV" func="yes"> + <Overload retVal="void" descr="Draw circle outline (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawEllipse" func="yes"> + <Overload retVal="void" descr="Draw ellipse"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawEllipseLines" func="yes"> + <Overload retVal="void" descr="Draw ellipse outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRing" func="yes"> + <Overload retVal="void" descr="Draw ring"> + <Param name="Vector2 center" /> + <Param name="float innerRadius" /> + <Param name="float outerRadius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRingLines" func="yes"> + <Overload retVal="void" descr="Draw ring outline"> + <Param name="Vector2 center" /> + <Param name="float innerRadius" /> + <Param name="float outerRadius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectanglePro" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters"> + <Param name="Rectangle rec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientV" func="yes"> + <Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color top" /> + <Param name="Color bottom" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientH" func="yes"> + <Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color left" /> + <Param name="Color right" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientEx" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors"> + <Param name="Rectangle rec" /> + <Param name="Color topLeft" /> + <Param name="Color bottomLeft" /> + <Param name="Color topRight" /> + <Param name="Color bottomRight" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLinesEx" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline with extended parameters"> + <Param name="Rectangle rec" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRounded" func="yes"> + <Overload retVal="void" descr="Draw rectangle with rounded edges"> + <Param name="Rectangle rec" /> + <Param name="float roundness" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRoundedLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle lines with rounded edges"> + <Param name="Rectangle rec" /> + <Param name="float roundness" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRoundedLinesEx" func="yes"> + <Overload retVal="void" descr="Draw rectangle with rounded edges outline"> + <Param name="Rectangle rec" /> + <Param name="float roundness" /> + <Param name="int segments" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleLines" func="yes"> + <Overload retVal="void" descr="Draw triangle outline (vertex in counter-clockwise order!)"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleFan" func="yes"> + <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleStrip" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoly" func="yes"> + <Overload retVal="void" descr="Draw a regular polygon (Vector version)"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyLines" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyLinesEx" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides with extended parameters"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Splines drawing functions --> + <KeyWord name="DrawSplineLinear" func="yes"> + <Overload retVal="void" descr="Draw spline: Linear, minimum 2 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineBasis" func="yes"> + <Overload retVal="void" descr="Draw spline: B-Spline, minimum 4 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineCatmullRom" func="yes"> + <Overload retVal="void" descr="Draw spline: Catmull-Rom, minimum 4 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineBezierQuadratic" func="yes"> + <Overload retVal="void" descr="Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineBezierCubic" func="yes"> + <Overload retVal="void" descr="Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentLinear" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Linear, 2 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBasis" func="yes"> + <Overload retVal="void" descr="Draw spline segment: B-Spline, 4 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentCatmullRom" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Catmull-Rom, 4 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBezierQuadratic" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Quadratic Bezier, 2 points, 1 control point"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 p3" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBezierCubic" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Cubic Bezier, 2 points, 2 control points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 c3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] --> + <KeyWord name="GetSplinePointLinear" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Linear"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBasis" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: B-Spline"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointCatmullRom" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Catmull-Rom"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBezierQuad" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Quadratic Bezier"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 p3" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBezierCubic" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Cubic Bezier"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 c3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + + <!-- Basic shapes collision detection functions --> + <KeyWord name="CheckCollisionRecs" func="yes"> + <Overload retVal="bool" descr="Check collision between two rectangles"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircles" func="yes"> + <Overload retVal="bool" descr="Check collision between two circles"> + <Param name="Vector2 center1" /> + <Param name="float radius1" /> + <Param name="Vector2 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircleRec" func="yes"> + <Overload retVal="bool" descr="Check collision between circle and rectangle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircleLine" func="yes"> + <Overload retVal="bool" descr="Check if circle collides with a line created betweeen two points [p1] and [p2]"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointRec" func="yes"> + <Overload retVal="bool" descr="Check if point is inside rectangle"> + <Param name="Vector2 point" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointCircle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside circle"> + <Param name="Vector2 point" /> + <Param name="Vector2 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointTriangle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside a triangle"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointLine" func="yes"> + <Overload retVal="bool" descr="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="int threshold" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointPoly" func="yes"> + <Overload retVal="bool" descr="Check if point is within a polygon described by array of vertices"> + <Param name="Vector2 point" /> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionLines" func="yes"> + <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference"> + <Param name="Vector2 startPos1" /> + <Param name="Vector2 endPos1" /> + <Param name="Vector2 startPos2" /> + <Param name="Vector2 endPos2" /> + <Param name="Vector2 *collisionPoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRec" func="yes"> + <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Texture Loading and Drawing Functions (Module: textures) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Image loading functions --> + <!-- NOTE: These functions do not require GPU access --> + <KeyWord name="LoadImage" func="yes"> + <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageRaw" func="yes"> + <Overload retVal="Image" descr="Load image from RAW file data"> + <Param name="const char *fileName" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + <Param name="int headerSize" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageAnim" func="yes"> + <Overload retVal="Image" descr="Load image sequence from file (frames appended to image.data)"> + <Param name="const char *fileName" /> + <Param name="int *frames" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageAnimFromMemory" func="yes"> + <Overload retVal="Image" descr="Load image sequence from memory buffer"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int *frames" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromMemory" func="yes"> + <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. '.png'"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromTexture" func="yes"> + <Overload retVal="Image" descr="Load image from GPU texture data"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromScreen" func="yes"> + <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload> + </KeyWord> + <KeyWord name="IsImageValid" func="yes"> + <Overload retVal="bool" descr="Check if an image is valid (data and parameters)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImage" func="yes"> + <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImage" func="yes"> + <Overload retVal="bool" descr="Export image data to file, returns true on success"> + <Param name="Image image" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="char *ExportImageToMemory" func="yes"> + <Overload retVal="unsigned" descr="Export image to memory buffer"> + <Param name="Image image" /> + <Param name="const char *fileType" /> + <Param name="int *fileSize" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImageAsCode" func="yes"> + <Overload retVal="bool" descr="Export image as code file defining an array of bytes, returns true on success"> + <Param name="Image image" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Image generation functions --> + <KeyWord name="GenImageColor" func="yes"> + <Overload retVal="Image" descr="Generate image: plain color"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientLinear" func="yes"> + <Overload retVal="Image" descr="Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int direction" /> + <Param name="Color start" /> + <Param name="Color end" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientRadial" func="yes"> + <Overload retVal="Image" descr="Generate image: radial gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientSquare" func="yes"> + <Overload retVal="Image" descr="Generate image: square gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageChecked" func="yes"> + <Overload retVal="Image" descr="Generate image: checked"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int checksX" /> + <Param name="int checksY" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageWhiteNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: white noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="GenImagePerlinNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: perlin noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageCellular" func="yes"> + <Overload retVal="Image" descr="Generate image: cellular algorithm, bigger tileSize means bigger cells"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int tileSize" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageText" func="yes"> + <Overload retVal="Image" descr="Generate image: grayscale image from text data"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *text" /> + </Overload> + </KeyWord> + + <!-- Image manipulation functions --> + <KeyWord name="ImageCopy" func="yes"> + <Overload retVal="Image" descr="Create an image duplicate (useful for transformations)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFromImage" func="yes"> + <Overload retVal="Image" descr="Create an image from another image piece"> + <Param name="Image image" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFromChannel" func="yes"> + <Overload retVal="Image" descr="Create an image from a selected channel of another image (GRAYSCALE)"> + <Param name="Image image" /> + <Param name="int selectedChannel" /> + </Overload> + </KeyWord> + <KeyWord name="ImageText" func="yes"> + <Overload retVal="Image" descr="Create an image from text (default font)"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageTextEx" func="yes"> + <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFormat" func="yes"> + <Overload retVal="void" descr="Convert image data to desired format"> + <Param name="Image *image" /> + <Param name="int newFormat" /> + </Overload> + </KeyWord> + <KeyWord name="ImageToPOT" func="yes"> + <Overload retVal="void" descr="Convert image to POT (power-of-two)"> + <Param name="Image *image" /> + <Param name="Color fill" /> + </Overload> + </KeyWord> + <KeyWord name="ImageCrop" func="yes"> + <Overload retVal="void" descr="Crop an image to a defined rectangle"> + <Param name="Image *image" /> + <Param name="Rectangle crop" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaCrop" func="yes"> + <Overload retVal="void" descr="Crop image depending on alpha value"> + <Param name="Image *image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaClear" func="yes"> + <Overload retVal="void" descr="Clear alpha channel to desired color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaMask" func="yes"> + <Overload retVal="void" descr="Apply alpha mask to image"> + <Param name="Image *image" /> + <Param name="Image alphaMask" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaPremultiply" func="yes"> + <Overload retVal="void" descr="Premultiply alpha channel"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageBlurGaussian" func="yes"> + <Overload retVal="void" descr="Apply Gaussian blur using a box blur approximation"> + <Param name="Image *image" /> + <Param name="int blurSize" /> + </Overload> + </KeyWord> + <KeyWord name="ImageKernelConvolution" func="yes"> + <Overload retVal="void" descr="Apply custom square convolution kernel to image"> + <Param name="Image *image" /> + <Param name="const float *kernel" /> + <Param name="int kernelSize" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResize" func="yes"> + <Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeNN" func="yes"> + <Overload retVal="void" descr="Resize image (Nearest-Neighbor scaling algorithm)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeCanvas" func="yes"> + <Overload retVal="void" descr="Resize canvas and fill with color"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="Color fill" /> + </Overload> + </KeyWord> + <KeyWord name="ImageMipmaps" func="yes"> + <Overload retVal="void" descr="Compute all mipmap levels for a provided image"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDither" func="yes"> + <Overload retVal="void" descr="Dither image data to 16bpp or lower (Floyd-Steinberg dithering)"> + <Param name="Image *image" /> + <Param name="int rBpp" /> + <Param name="int gBpp" /> + <Param name="int bBpp" /> + <Param name="int aBpp" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipVertical" func="yes"> + <Overload retVal="void" descr="Flip image vertically"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipHorizontal" func="yes"> + <Overload retVal="void" descr="Flip image horizontally"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotate" func="yes"> + <Overload retVal="void" descr="Rotate image by input angle in degrees (-359 to 359)"> + <Param name="Image *image" /> + <Param name="int degrees" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotateCW" func="yes"> + <Overload retVal="void" descr="Rotate image clockwise 90deg"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotateCCW" func="yes"> + <Overload retVal="void" descr="Rotate image counter-clockwise 90deg"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorTint" func="yes"> + <Overload retVal="void" descr="Modify image color: tint"> + <Param name="Image *image" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorInvert" func="yes"> + <Overload retVal="void" descr="Modify image color: invert"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorGrayscale" func="yes"> + <Overload retVal="void" descr="Modify image color: grayscale"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorContrast" func="yes"> + <Overload retVal="void" descr="Modify image color: contrast (-100 to 100)"> + <Param name="Image *image" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorBrightness" func="yes"> + <Overload retVal="void" descr="Modify image color: brightness (-255 to 255)"> + <Param name="Image *image" /> + <Param name="int brightness" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorReplace" func="yes"> + <Overload retVal="void" descr="Modify image color: replace color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="Color replace" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageColors" func="yes"> + <Overload retVal="Color" descr="Load color data from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImagePalette" func="yes"> + <Overload retVal="Color" descr="Load colors palette from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + <Param name="int maxPaletteSize" /> + <Param name="int *colorCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImageColors" func="yes"> + <Overload retVal="void" descr="Unload color data loaded with LoadImageColors()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImagePalette" func="yes"> + <Overload retVal="void" descr="Unload colors palette loaded with LoadImagePalette()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageAlphaBorder" func="yes"> + <Overload retVal="Rectangle" descr="Get image alpha border rectangle"> + <Param name="Image image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageColor" func="yes"> + <Overload retVal="Color" descr="Get image pixel color at (x, y) position"> + <Param name="Image image" /> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + + <!-- Image drawing functions --> + <!-- NOTE: Image software-rendering functions (CPU) --> + <KeyWord name="ImageClearBackground" func="yes"> + <Overload retVal="void" descr="Clear image background with given color"> + <Param name="Image *dst" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawPixel" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawLine" func="yes"> + <Overload retVal="void" descr="Draw line within an image"> + <Param name="Image *dst" /> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawLineV" func="yes"> + <Overload retVal="void" descr="Draw line within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 start" /> + <Param name="Vector2 end" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawLineEx" func="yes"> + <Overload retVal="void" descr="Draw a line defining thickness within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 start" /> + <Param name="Vector2 end" /> + <Param name="int thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircle" func="yes"> + <Overload retVal="void" descr="Draw a filled circle within an image"> + <Param name="Image *dst" /> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a filled circle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 center" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline within an image"> + <Param name="Image *dst" /> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleLinesV" func="yes"> + <Overload retVal="void" descr="Draw circle outline within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 center" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle lines within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="int thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTriangle" func="yes"> + <Overload retVal="void" descr="Draw triangle within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTriangleEx" func="yes"> + <Overload retVal="void" descr="Draw triangle with interpolated colors within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color c1" /> + <Param name="Color c2" /> + <Param name="Color c3" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTriangleLines" func="yes"> + <Overload retVal="void" descr="Draw triangle outline within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTriangleFan" func="yes"> + <Overload retVal="void" descr="Draw a triangle fan defined by points within an image (first vertex is the center)"> + <Param name="Image *dst" /> + <Param name="Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTriangleStrip" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDraw" func="yes"> + <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)"> + <Param name="Image *dst" /> + <Param name="Image src" /> + <Param name="Rectangle srcRec" /> + <Param name="Rectangle dstRec" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Texture loading functions --> + <!-- NOTE: These functions require GPU access --> + <KeyWord name="LoadTexture" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureFromImage" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from image data"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureCubemap" func="yes"> + <Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported"> + <Param name="Image image" /> + <Param name="int layout" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRenderTexture" func="yes"> + <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="IsTextureValid" func="yes"> + <Overload retVal="bool" descr="Check if a texture is valid (loaded in GPU)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadTexture" func="yes"> + <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="IsRenderTextureValid" func="yes"> + <Overload retVal="bool" descr="Check if a render texture is valid (loaded in GPU)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRenderTexture" func="yes"> + <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTexture" func="yes"> + <Overload retVal="void" descr="Update GPU texture with new data"> + <Param name="Texture2D texture" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTextureRec" func="yes"> + <Overload retVal="void" descr="Update GPU texture rectangle with new data"> + <Param name="Texture2D texture" /> + <Param name="Rectangle rec" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + + <!-- Texture configuration functions --> + <KeyWord name="GenTextureMipmaps" func="yes"> + <Overload retVal="void" descr="Generate GPU mipmaps for a texture"> + <Param name="Texture2D *texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureFilter" func="yes"> + <Overload retVal="void" descr="Set texture scaling filter mode"> + <Param name="Texture2D texture" /> + <Param name="int filter" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureWrap" func="yes"> + <Overload retVal="void" descr="Set texture wrapping mode"> + <Param name="Texture2D texture" /> + <Param name="int wrap" /> + </Overload> + </KeyWord> + + <!-- Texture drawing functions --> + <KeyWord name="DrawTexture" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D"> + <Param name="Texture2D texture" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureV" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with position defined as Vector2"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureEx" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with extended parameters"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="float rotation" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureRec" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTexturePro" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Rectangle dest" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureNPatch" func="yes"> + <Overload retVal="void" descr="Draws a texture (or part of it) that stretches or shrinks nicely"> + <Param name="Texture2D texture" /> + <Param name="NPatchInfo nPatchInfo" /> + <Param name="Rectangle dest" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Color/pixel related functions --> + <KeyWord name="ColorIsEqual" func="yes"> + <Overload retVal="bool" descr="Check if two colors are equal"> + <Param name="Color col1" /> + <Param name="Color col2" /> + </Overload> + </KeyWord> + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToInt" func="yes"> + <Overload retVal="int" descr="Get hexadecimal value for a Color (0xRRGGBBAA)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorNormalize" func="yes"> + <Overload retVal="Vector4" descr="Get Color normalized as float [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromNormalized" func="yes"> + <Overload retVal="Color" descr="Get Color from normalized values [0..1]"> + <Param name="Vector4 normalized" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToHSV" func="yes"> + <Overload retVal="Vector3" descr="Get HSV values for a Color, hue [0..360], saturation/value [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromHSV" func="yes"> + <Overload retVal="Color" descr="Get a Color from HSV values, hue [0..360], saturation/value [0..1]"> + <Param name="float hue" /> + <Param name="float saturation" /> + <Param name="float value" /> + </Overload> + </KeyWord> + <KeyWord name="ColorTint" func="yes"> + <Overload retVal="Color" descr="Get color multiplied with another color"> + <Param name="Color color" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ColorBrightness" func="yes"> + <Overload retVal="Color" descr="Get color with brightness correction, brightness factor goes from -1.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="ColorContrast" func="yes"> + <Overload retVal="Color" descr="Get color with contrast correction, contrast values between -1.0f and 1.0f"> + <Param name="Color color" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlpha" func="yes"> + <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlphaBlend" func="yes"> + <Overload retVal="Color" descr="Get src alpha-blended into dst color with tint"> + <Param name="Color dst" /> + <Param name="Color src" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ColorLerp" func="yes"> + <Overload retVal="Color" descr="Get color lerp interpolation between two colors, factor [0.0f..1.0f]"> + <Param name="Color color1" /> + <Param name="Color color2" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="GetColor" func="yes"> + <Overload retVal="Color" descr="Get Color structure from hexadecimal value"> + <Param name="unsigned int hexValue" /> + </Overload> + </KeyWord> + <KeyWord name="GetPixelColor" func="yes"> + <Overload retVal="Color" descr="Get Color from a source pixel pointer of certain format"></Overload> + </KeyWord> + <KeyWord name="SetPixelColor" func="yes"> + <Overload retVal="void" descr="Set color formatted into destination pixel pointer"></Overload> + </KeyWord> + <KeyWord name="GetPixelDataSize" func="yes"> + <Overload retVal="int" descr="Get pixel data size in bytes for certain format"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Font Loading and Text Drawing Functions (Module: text) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Font loading/unloading functions --> + <KeyWord name="GetFontDefault" func="yes"> + <Overload retVal="Font" descr="Get the default Font"></Overload> + </KeyWord> + <KeyWord name="LoadFont" func="yes"> + <Overload retVal="Font" descr="Load font from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontEx" func="yes"> + <Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height"> + <Param name="const char *fileName" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontFromImage" func="yes"> + <Overload retVal="Font" descr="Load font from Image (XNA style)"> + <Param name="Image image" /> + <Param name="Color key" /> + <Param name="int firstChar" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontFromMemory" func="yes"> + <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. '.ttf'"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + </Overload> + </KeyWord> + <KeyWord name="IsFontValid" func="yes"> + <Overload retVal="bool" descr="Check if a font is valid (font data loaded, WARNING: GPU texture not checked)"> + <Param name="Font font" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontData" func="yes"> + <Overload retVal="GlyphInfo" descr="Load font data for further use"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + <Param name="int type" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageFontAtlas" func="yes"> + <Overload retVal="Image" descr="Generate image font atlas using chars info"> + <Param name="const GlyphInfo *glyphs" /> + <Param name="Rectangle **glyphRecs" /> + <Param name="int glyphCount" /> + <Param name="int fontSize" /> + <Param name="int padding" /> + <Param name="int packMethod" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFontData" func="yes"> + <Overload retVal="void" descr="Unload font chars info data (RAM)"> + <Param name="GlyphInfo *glyphs" /> + <Param name="int glyphCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFont" func="yes"> + <Overload retVal="void" descr="Unload font from GPU memory (VRAM)"> + <Param name="Font font" /> + </Overload> + </KeyWord> + <KeyWord name="ExportFontAsCode" func="yes"> + <Overload retVal="bool" descr="Export font as code file, returns true on success"> + <Param name="Font font" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Text drawing functions --> + <KeyWord name="DrawFPS" func="yes"> + <Overload retVal="void" descr="Draw current FPS"> + <Param name="int posX" /> + <Param name="int posY" /> + </Overload> + </KeyWord> + <KeyWord name="DrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font)"> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text using font and additional parameters"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextPro" func="yes"> + <Overload retVal="void" descr="Draw text using Font and pro parameters (rotation)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextCodepoint" func="yes"> + <Overload retVal="void" descr="Draw one character (codepoint)"> + <Param name="Font font" /> + <Param name="int codepoint" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextCodepoints" func="yes"> + <Overload retVal="void" descr="Draw multiple character (codepoint)"> + <Param name="Font font" /> + <Param name="const int *codepoints" /> + <Param name="int codepointCount" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Text font info functions --> + <KeyWord name="SetTextLineSpacing" func="yes"> + <Overload retVal="void" descr="Set vertical line spacing when drawing with line-breaks"> + <Param name="int spacing" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureText" func="yes"> + <Overload retVal="int" descr="Measure string width for default font"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureTextEx" func="yes"> + <Overload retVal="Vector2" descr="Measure string size for Font"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphIndex" func="yes"> + <Overload retVal="int" descr="Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphInfo" func="yes"> + <Overload retVal="GlyphInfo" descr="Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphAtlasRec" func="yes"> + <Overload retVal="Rectangle" descr="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + + <!-- Text codepoints management functions (unicode characters) --> + <KeyWord name="LoadUTF8" func="yes"> + <Overload retVal="char" descr="Load UTF-8 text encoded from codepoints array"> + <Param name="const int *codepoints" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadUTF8" func="yes"> + <Overload retVal="void" descr="Unload UTF-8 text encoded from codepoints array"> + <Param name="char *text" /> + </Overload> + </KeyWord> + <KeyWord name="LoadCodepoints" func="yes"> + <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter"> + <Param name="const char *text" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadCodepoints" func="yes"> + <Overload retVal="void" descr="Unload codepoints data from memory"> + <Param name="int *codepoints" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointCount" func="yes"> + <Overload retVal="int" descr="Get total number of codepoints in a UTF-8 encoded string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepoint" func="yes"> + <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointNext" func="yes"> + <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointPrevious" func="yes"> + <Overload retVal="int" descr="Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="CodepointToUTF8" func="yes"> + <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)"> + <Param name="int codepoint" /> + <Param name="int *utf8Size" /> + </Overload> + </KeyWord> + + <!-- Text strings management functions (no UTF-8 strings, only byte chars) --> + <!-- NOTE: Some strings allocate memory internally for returned strings, just be careful! --> + <KeyWord name="TextCopy" func="yes"> + <Overload retVal="int" descr="Copy one string to another, returns bytes copied"> + <Param name="char *dst" /> + <Param name="const char *src" /> + </Overload> + </KeyWord> + <KeyWord name="TextIsEqual" func="yes"> + <Overload retVal="bool" descr="Check if two text string are equal"> + <Param name="const char *text1" /> + <Param name="const char *text2" /> + </Overload> + </KeyWord> + <KeyWord name="int TextLength" func="yes"> + <Overload retVal="unsigned" descr="Get text length, checks for '\0' ending"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextFormat" func="yes"> + <Overload retVal="const char" descr="Text formatting with variables (sprintf() style)"> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="TextSubtext" func="yes"> + <Overload retVal="const char" descr="Get a piece of a text string"> + <Param name="const char *text" /> + <Param name="int position" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="TextReplace" func="yes"> + <Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)"> + <Param name="const char *text" /> + <Param name="const char *replace" /> + <Param name="const char *by" /> + </Overload> + </KeyWord> + <KeyWord name="TextInsert" func="yes"> + <Overload retVal="char" descr="Insert text in a position (WARNING: memory must be freed!)"> + <Param name="const char *text" /> + <Param name="const char *insert" /> + <Param name="int position" /> + </Overload> + </KeyWord> + <KeyWord name="TextJoin" func="yes"> + <Overload retVal="const char" descr="Join text strings with delimiter"> + <Param name="const char **textList" /> + <Param name="int count" /> + <Param name="const char *delimiter" /> + </Overload> + </KeyWord> + <KeyWord name="TextSplit" func="yes"> + <Overload retVal="const char" descr="Split text into multiple strings"> + <Param name="const char *text" /> + <Param name="char delimiter" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="TextAppend" func="yes"> + <Overload retVal="void" descr="Append text at specific position and move cursor!"> + <Param name="char *text" /> + <Param name="const char *append" /> + <Param name="int *position" /> + </Overload> + </KeyWord> + <KeyWord name="TextFindIndex" func="yes"> + <Overload retVal="int" descr="Find first text occurrence within a string"> + <Param name="const char *text" /> + <Param name="const char *find" /> + </Overload> + </KeyWord> + <KeyWord name="TextToUpper" func="yes"> + <Overload retVal="const char" descr="Get upper case version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToLower" func="yes"> + <Overload retVal="const char" descr="Get lower case version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToPascal" func="yes"> + <Overload retVal="const char" descr="Get Pascal case notation version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToSnake" func="yes"> + <Overload retVal="const char" descr="Get Snake case notation version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToCamel" func="yes"> + <Overload retVal="const char" descr="Get Camel case notation version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + + <KeyWord name="TextToInteger" func="yes"> + <Overload retVal="int" descr="Get integer value from text (negative values not supported)"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToFloat" func="yes"> + <Overload retVal="float" descr="Get float value from text (negative values not supported)"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic 3d Shapes Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic geometric 3D shapes drawing functions --> + <KeyWord name="DrawLine3D" func="yes"> + <Overload retVal="void" descr="Draw a line in 3D world space"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoint3D" func="yes"> + <Overload retVal="void" descr="Draw a point in 3D space, actually a small line"> + <Param name="Vector3 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle3D" func="yes"> + <Overload retVal="void" descr="Draw a circle in 3D world space"> + <Param name="Vector3 center" /> + <Param name="float radius" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle3D" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> + <Param name="Vector3 v1" /> + <Param name="Vector3 v2" /> + <Param name="Vector3 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleStrip3D" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points"> + <Param name="const Vector3 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCube" func="yes"> + <Overload retVal="void" descr="Draw cube"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeV" func="yes"> + <Overload retVal="void" descr="Draw cube (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWires" func="yes"> + <Overload retVal="void" descr="Draw cube wires"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWiresV" func="yes"> + <Overload retVal="void" descr="Draw cube wires (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphere" func="yes"> + <Overload retVal="void" descr="Draw sphere"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereEx" func="yes"> + <Overload retVal="void" descr="Draw sphere with extended parameters"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereWires" func="yes"> + <Overload retVal="void" descr="Draw sphere wires"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinder" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWires" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone wires"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder wires with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCapsule" func="yes"> + <Overload retVal="void" descr="Draw a capsule with the center of its sphere caps at startPos and endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float radius" /> + <Param name="int slices" /> + <Param name="int rings" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCapsuleWires" func="yes"> + <Overload retVal="void" descr="Draw capsule wireframe with the center of its sphere caps at startPos and endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float radius" /> + <Param name="int slices" /> + <Param name="int rings" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPlane" func="yes"> + <Overload retVal="void" descr="Draw a plane XZ"> + <Param name="Vector3 centerPos" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRay" func="yes"> + <Overload retVal="void" descr="Draw a ray line"> + <Param name="Ray ray" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGrid" func="yes"> + <Overload retVal="void" descr="Draw a grid (centered at (0, 0, 0))"> + <Param name="int slices" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Model 3d Loading and Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Model management functions --> + <KeyWord name="LoadModel" func="yes"> + <Overload retVal="Model" descr="Load model from files (meshes and materials)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadModelFromMesh" func="yes"> + <Overload retVal="Model" descr="Load model from generated mesh (default material)"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="IsModelValid" func="yes"> + <Overload retVal="bool" descr="Check if a model is valid (loaded in GPU, VAO/VBOs)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModel" func="yes"> + <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + <KeyWord name="GetModelBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute model bounding box limits (considers all meshes)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + + <!-- Model drawing functions --> + <KeyWord name="DrawModel" func="yes"> + <Overload retVal="void" descr="Draw a model (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelEx" func="yes"> + <Overload retVal="void" descr="Draw a model with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWires" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelPoints" func="yes"> + <Overload retVal="void" descr="Draw a model as points"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelPointsEx" func="yes"> + <Overload retVal="void" descr="Draw a model as points with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBoundingBox" func="yes"> + <Overload retVal="void" descr="Draw bounding box (wires)"> + <Param name="BoundingBox box" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboard" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardRec" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector2 size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardPro" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source and rotation"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector3 up" /> + <Param name="Vector2 size" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="°ñ_)% " /> + </Overload> + </KeyWord> + + <!-- Mesh management functions --> + <KeyWord name="UploadMesh" func="yes"> + <Overload retVal="void" descr="Upload mesh vertex data in GPU and provide VAO/VBO ids"> + <Param name="Mesh *mesh" /> + <Param name="bool dynamic" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMeshBuffer" func="yes"> + <Overload retVal="void" descr="Update mesh vertex data in GPU for a specific buffer index"> + <Param name="Mesh mesh" /> + <Param name="int index" /> + <Param name="const void *data" /> + <Param name="int dataSize" /> + <Param name="int offset" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh data from CPU and GPU"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMesh" func="yes"> + <Overload retVal="void" descr="Draw a 3d mesh with material and transform"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMeshInstanced" func="yes"> + <Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="const Matrix *transforms" /> + <Param name="int instances" /> + </Overload> + </KeyWord> + <KeyWord name="GetMeshBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTangents" func="yes"> + <Overload retVal="void" descr="Compute mesh tangents"> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + <KeyWord name="ExportMesh" func="yes"> + <Overload retVal="bool" descr="Export mesh data to file, returns true on success"> + <Param name="Mesh mesh" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="ExportMeshAsCode" func="yes"> + <Overload retVal="bool" descr="Export mesh as code file (.h) defining multiple arrays of vertex attributes"> + <Param name="Mesh mesh" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Mesh generation functions --> + <KeyWord name="GenMeshPoly" func="yes"> + <Overload retVal="Mesh" descr="Generate polygonal mesh"> + <Param name="int sides" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshPlane" func="yes"> + <Overload retVal="Mesh" descr="Generate plane mesh (with subdivisions)"> + <Param name="float width" /> + <Param name="float length" /> + <Param name="int resX" /> + <Param name="int resZ" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCube" func="yes"> + <Overload retVal="Mesh" descr="Generate cuboid mesh"> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate sphere mesh (standard sphere)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHemiSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate half-sphere mesh (no bottom cap)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCylinder" func="yes"> + <Overload retVal="Mesh" descr="Generate cylinder mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCone" func="yes"> + <Overload retVal="Mesh" descr="Generate cone/pyramid mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTorus" func="yes"> + <Overload retVal="Mesh" descr="Generate torus mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshKnot" func="yes"> + <Overload retVal="Mesh" descr="Generate trefoil knot mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHeightmap" func="yes"> + <Overload retVal="Mesh" descr="Generate heightmap mesh from image data"> + <Param name="Image heightmap" /> + <Param name="Vector3 size" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCubicmap" func="yes"> + <Overload retVal="Mesh" descr="Generate cubes-based map mesh from image data"> + <Param name="Image cubicmap" /> + <Param name="Vector3 cubeSize" /> + </Overload> + </KeyWord> + + <!-- Material loading/unloading functions --> + <KeyWord name="LoadMaterials" func="yes"> + <Overload retVal="Material" descr="Load materials from model file"> + <Param name="const char *fileName" /> + <Param name="int *materialCount" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMaterialDefault" func="yes"> + <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> + </KeyWord> + <KeyWord name="IsMaterialValid" func="yes"> + <Overload retVal="bool" descr="Check if a material is valid (shader assigned, map textures loaded in GPU)"> + <Param name="Material material" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMaterial" func="yes"> + <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> + <Param name="Material material" /> + </Overload> + </KeyWord> + <KeyWord name="SetMaterialTexture" func="yes"> + <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)"> + <Param name="Material *material" /> + <Param name="int mapType" /> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetModelMeshMaterial" func="yes"> + <Overload retVal="void" descr="Set material for a mesh"> + <Param name="Model *model" /> + <Param name="int meshId" /> + <Param name="int materialId" /> + </Overload> + </KeyWord> + + <!-- Model animations loading/unloading functions --> + <KeyWord name="LoadModelAnimations" func="yes"> + <Overload retVal="ModelAnimation" descr="Load model animations from file"> + <Param name="const char *fileName" /> + <Param name="int *animCount" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateModelAnimation" func="yes"> + <Overload retVal="void" descr="Update model animation pose (CPU)"> + <Param name="Model model" /> + <Param name="ModelAnimation anim" /> + <Param name="int frame" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateModelAnimationBones" func="yes"> + <Overload retVal="void" descr="Update model animation mesh bone matrices (GPU skinning)"> + <Param name="Model model" /> + <Param name="ModelAnimation anim" /> + <Param name="int frame" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModelAnimation" func="yes"> + <Overload retVal="void" descr="Unload animation data"> + <Param name="ModelAnimation anim" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModelAnimations" func="yes"> + <Overload retVal="void" descr="Unload animation array data"> + <Param name="ModelAnimation *animations" /> + <Param name="int animCount" /> + </Overload> + </KeyWord> + <KeyWord name="IsModelAnimationValid" func="yes"> + <Overload retVal="bool" descr="Check model animation skeleton match"> + <Param name="Model model" /> + <Param name="ModelAnimation anim" /> + </Overload> + </KeyWord> + + <!-- Collision detection functions --> + <KeyWord name="CheckCollisionSpheres" func="yes"> + <Overload retVal="bool" descr="Check collision between two spheres"> + <Param name="Vector3 center1" /> + <Param name="float radius1" /> + <Param name="Vector3 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxes" func="yes"> + <Overload retVal="bool" descr="Check collision between two bounding boxes"> + <Param name="BoundingBox box1" /> + <Param name="BoundingBox box2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxSphere" func="yes"> + <Overload retVal="bool" descr="Check collision between box and sphere"> + <Param name="BoundingBox box" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionSphere" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and sphere"> + <Param name="Ray ray" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionBox" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and box"> + <Param name="Ray ray" /> + <Param name="BoundingBox box" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionMesh" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and mesh"> + <Param name="Ray ray" /> + <Param name="Mesh mesh" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionTriangle" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and triangle"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionQuad" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and quad"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + <Param name="Vector3 p4" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Audio Loading and Playing Functions (Module: audio) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Audio device management functions --> + <KeyWord name="InitAudioDevice" func="yes"> + <Overload retVal="void" descr="Initialize audio device and context"></Overload> + </KeyWord> + <KeyWord name="CloseAudioDevice" func="yes"> + <Overload retVal="void" descr="Close the audio device and context"></Overload> + </KeyWord> + <KeyWord name="IsAudioDeviceReady" func="yes"> + <Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="SetMasterVolume" func="yes"> + <Overload retVal="void" descr="Set master volume (listener)"> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="GetMasterVolume" func="yes"> + <Overload retVal="float" descr="Get master volume (listener)"></Overload> + </KeyWord> + + <!-- Wave/Sound loading/unloading functions --> + <KeyWord name="LoadWave" func="yes"> + <Overload retVal="Wave" descr="Load wave data from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveFromMemory" func="yes"> + <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. '.wav'"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="IsWaveValid" func="yes"> + <Overload retVal="bool" descr="Checks if wave data is valid (data loaded and parameters)"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSound" func="yes"> + <Overload retVal="Sound" descr="Load sound from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundFromWave" func="yes"> + <Overload retVal="Sound" descr="Load sound from wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundAlias" func="yes"> + <Overload retVal="Sound" descr="Create a new sound that shares the same sample data as the source sound, does not own the sound data"> + <Param name="Sound source" /> + </Overload> + </KeyWord> + <KeyWord name="IsSoundValid" func="yes"> + <Overload retVal="bool" descr="Checks if a sound is valid (data loaded and buffers initialized)"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateSound" func="yes"> + <Overload retVal="void" descr="Update sound buffer with new data"> + <Param name="Sound sound" /> + <Param name="const void *data" /> + <Param name="int sampleCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWave" func="yes"> + <Overload retVal="void" descr="Unload wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSound" func="yes"> + <Overload retVal="void" descr="Unload sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSoundAlias" func="yes"> + <Overload retVal="void" descr="Unload a sound alias (does not deallocate sample data)"> + <Param name="Sound alias" /> + </Overload> + </KeyWord> + <KeyWord name="ExportWave" func="yes"> + <Overload retVal="bool" descr="Export wave data to file, returns true on success"> + <Param name="Wave wave" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="ExportWaveAsCode" func="yes"> + <Overload retVal="bool" descr="Export wave sample data to code (.h), returns true on success"> + <Param name="Wave wave" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound management functions --> + <KeyWord name="PlaySound" func="yes"> + <Overload retVal="void" descr="Play a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="StopSound" func="yes"> + <Overload retVal="void" descr="Stop playing a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="PauseSound" func="yes"> + <Overload retVal="void" descr="Pause a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeSound" func="yes"> + <Overload retVal="void" descr="Resume a paused sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="IsSoundPlaying" func="yes"> + <Overload retVal="bool" descr="Check if a sound is currently playing"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundVolume" func="yes"> + <Overload retVal="void" descr="Set volume for a sound (1.0 is max level)"> + <Param name="Sound sound" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a sound (1.0 is base level)"> + <Param name="Sound sound" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPan" func="yes"> + <Overload retVal="void" descr="Set pan for a sound (0.5 is center)"> + <Param name="Sound sound" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCopy" func="yes"> + <Overload retVal="Wave" descr="Copy a wave to a new wave"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCrop" func="yes"> + <Overload retVal="void" descr="Crop a wave to defined frames range"> + <Param name="Wave *wave" /> + <Param name="int initFrame" /> + <Param name="int finalFrame" /> + </Overload> + </KeyWord> + <KeyWord name="WaveFormat" func="yes"> + <Overload retVal="void" descr="Convert wave data to desired format"> + <Param name="Wave *wave" /> + <Param name="int sampleRate" /> + <Param name="int sampleSize" /> + <Param name="int channels" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveSamples" func="yes"> + <Overload retVal="float" descr="Load samples data from wave as a 32bit float data array"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWaveSamples" func="yes"> + <Overload retVal="void" descr="Unload samples data loaded with LoadWaveSamples()"> + <Param name="float *samples" /> + </Overload> + </KeyWord> + + <!-- Music management functions --> + <KeyWord name="LoadMusicStream" func="yes"> + <Overload retVal="Music" descr="Load music stream from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMusicStreamFromMemory" func="yes"> + <Overload retVal="Music" descr="Load music stream from data"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="IsMusicValid" func="yes"> + <Overload retVal="bool" descr="Checks if a music stream is valid (context and buffers initialized)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMusicStream" func="yes"> + <Overload retVal="void" descr="Unload music stream"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PlayMusicStream" func="yes"> + <Overload retVal="void" descr="Start music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="IsMusicStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if music is playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMusicStream" func="yes"> + <Overload retVal="void" descr="Updates buffers for music streaming"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="StopMusicStream" func="yes"> + <Overload retVal="void" descr="Stop music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PauseMusicStream" func="yes"> + <Overload retVal="void" descr="Pause music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeMusicStream" func="yes"> + <Overload retVal="void" descr="Resume playing paused music"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="SeekMusicStream" func="yes"> + <Overload retVal="void" descr="Seek music to a position (in seconds)"> + <Param name="Music music" /> + <Param name="float position" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicVolume" func="yes"> + <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> + <Param name="Music music" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a music (1.0 is base level)"> + <Param name="Music music" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPan" func="yes"> + <Overload retVal="void" descr="Set pan for a music (0.5 is center)"> + <Param name="Music music" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimeLength" func="yes"> + <Overload retVal="float" descr="Get music time length (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimePlayed" func="yes"> + <Overload retVal="float" descr="Get current music time played (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + + <!-- AudioStream management functions --> + <KeyWord name="LoadAudioStream" func="yes"> + <Overload retVal="AudioStream" descr="Load audio stream (to stream raw audio pcm data)"> + <Param name="unsigned int sampleRate" /> + <Param name="unsigned int sampleSize" /> + <Param name="unsigned int channels" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamValid" func="yes"> + <Overload retVal="bool" descr="Checks if an audio stream is valid (buffers initialized)"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadAudioStream" func="yes"> + <Overload retVal="void" descr="Unload audio stream and free memory"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateAudioStream" func="yes"> + <Overload retVal="void" descr="Update audio stream buffers with data"> + <Param name="AudioStream stream" /> + <Param name="const void *data" /> + <Param name="int frameCount" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamProcessed" func="yes"> + <Overload retVal="bool" descr="Check if any audio stream buffers requires refill"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PlayAudioStream" func="yes"> + <Overload retVal="void" descr="Play audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PauseAudioStream" func="yes"> + <Overload retVal="void" descr="Pause audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeAudioStream" func="yes"> + <Overload retVal="void" descr="Resume audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if audio stream is playing"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="StopAudioStream" func="yes"> + <Overload retVal="void" descr="Stop audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamVolume" func="yes"> + <Overload retVal="void" descr="Set volume for audio stream (1.0 is max level)"> + <Param name="AudioStream stream" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for audio stream (1.0 is base level)"> + <Param name="AudioStream stream" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPan" func="yes"> + <Overload retVal="void" descr="Set pan for audio stream (0.5 is centered)"> + <Param name="AudioStream stream" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamBufferSizeDefault" func="yes"> + <Overload retVal="void" descr="Default size for new audio streams"> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamCallback" func="yes"> + <Overload retVal="void" descr="Audio thread callback to request new data"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback callback" /> + </Overload> + </KeyWord> + + <KeyWord name="AttachAudioStreamProcessor" func="yes"> + <Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as 'float'"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + <KeyWord name="DetachAudioStreamProcessor" func="yes"> + <Overload retVal="void" descr="Detach audio stream processor from stream"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + + <KeyWord name="AttachAudioMixedProcessor" func="yes"> + <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'"> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + <KeyWord name="DetachAudioMixedProcessor" func="yes"> + <Overload retVal="void" descr="Detach audio stream processor from the entire audio pipeline"> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + + diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c new file mode 100644 index 0000000..e2e256c --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c @@ -0,0 +1,150 @@ +/********************************************************************************************** + + raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data + + This parser scans raylib.h for functions that start with RLAPI and generates Notepad++ + autocompletion xml equivalent for function and parameters. + + Converts: + RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + + To: + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + + NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml + + WARNING: Be careful with functions that split parameters into several lines, it breaks the process! + + LICENSE: zlib/libpng + + raylib is 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 Ramon Santamaria (@raysan5) + +**********************************************************************************************/ + +#include <stdio.h> +#include <string.h> +#include <stdbool.h> +#include <stdlib.h> + +#define MAX_BUFFER_SIZE 512 + +int main(int argc, char *argv[]) +{ + if (argc > 1) + { + FILE *rFile = fopen(argv[1], "rt"); + FILE *rxmlFile = fopen("raylib_npp.xml", "wt"); + + if ((rFile == NULL) || (rxmlFile == NULL)) + { + printf("File could not be opened.\n"); + return 0; + } + + char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1); + int count = 0; + + while (!feof(rFile)) + { + // Read one full line + fgets(buffer, MAX_BUFFER_SIZE, rFile); + + if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2); + else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments + else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration + { + char funcType[64]; + char funcTypeAux[64]; + char funcName[64]; + char funcDesc[256]; + + char params[128]; + char paramType[16][16]; + char paramName[16][32]; + + int index = 0; + char *ptr = NULL; + + sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName); + + if (strcmp(funcType, "const") == 0) + { + sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName); + strcat(funcType, " "); + strcat(funcType, funcTypeAux); + } + + ptr = strchr(buffer, '/'); + index = (int)(ptr - buffer); + + sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration + + ptr = strchr(buffer, '('); + + if (ptr != NULL) index = (int)(ptr - buffer); + else printf("Character not found!\n"); + + sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')' + + // Scan params string for number of func params, type and name + char *paramPtr[16]; // Allocate 16 pointers for possible parameters + int paramsCount = 0; + paramPtr[paramsCount] = strtok(params, ","); + + if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2); + else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1); + else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName); + + fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3); + + bool paramsVoid = false; + + char paramConst[8][16]; + + while (paramPtr[paramsCount] != NULL) + { + sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]); + + if (strcmp(paramType[paramsCount], "void") == 0) + { + paramsVoid = true; + break; + } + + if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0)) + { + sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + } + else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />"); + else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]); + + paramsCount++; + paramPtr[paramsCount] = strtok(NULL, ","); + } + + fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n "); + fprintf(rxmlFile, " </KeyWord>\n"); + + count++; + printf("Function processed %02i: %s\n", count, funcName); + + memset(buffer, 0, MAX_BUFFER_SIZE); + } + } + + free(buffer); + fclose(rFile); + fclose(rxmlFile); + } + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h new file mode 100644 index 0000000..19bf371 --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -0,0 +1,741 @@ +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized +RLAPI bool IsWindowFocused(void); // Check if window is currently focused +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution +RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized +RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) +RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) +RLAPI void SetWindowTitle(const char *title); // Set title for window +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] +RLAPI void SetWindowFocused(void); // Set window focused +RLAPI void *GetWindowHandle(void); // Get native window handle +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height +RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) +RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) +RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed +RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor +RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor +RLAPI void SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI Image GetClipboardImage(void); // Get clipboard image +RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling +RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture +RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +// Screen-space-related functions +#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions +RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) +RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix + +// Timing-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() +RLAPI int GetFPS(void); // Get current FPS + +// Custom frame control functions +// NOTE: Those functions are intended for advanced users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL +RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) +RLAPI void PollInputEvents(void); // Register all input events +RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) + +// Random values generation functions +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated +RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence + +// Misc. functions +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) +RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) + +// NOTE: Following functions implemented in module [utils] +//------------------------------------------------------------------ +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level +RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator +RLAPI void MemFree(void *ptr); // Internal memory free + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advanced users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + +// Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success +RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success +RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string +RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +//------------------------------------------------------------------ + +// File system functions +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) +RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) +RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success +RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS +RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths +RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result +RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths +RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) + +// Compression/Encoding functionality +RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() +RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() +RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() +RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() +RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code +RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) +RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) + + +// Automation events functionality +RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS +RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file +RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file +RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to +RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording +RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) +RLAPI void StopAutomationEventRecording(void); // Stop recording automation events +RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) + +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger +RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: rgestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: rcamera) +//------------------------------------------------------------------------------------ +RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing +RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing + +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) +RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges +RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) +RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides +RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters + +// Splines drawing functions +RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] +RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points +RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points +RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points +RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point +RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + +// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] +RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear +RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline +RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] +RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image loading functions +// NOTE: These functions do not require GPU access +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' +RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data +RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) +RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters) +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success +RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer +RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells +RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data + +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation +RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) +RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position + +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image +RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image +RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) +RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image +RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image +RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image +RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image +RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) +RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) + +// Texture loading functions +// NOTE: These functions require GPU access +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data + +// Texture configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + +// Texture drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely + +// Color/pixel related functions +RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal +RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA) +RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color +RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f +RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f +RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] +RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// Font loading/unloading functions +RLAPI Font GetFontDefault(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height +RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' +RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) +RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) +RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM) +RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + +// Text font info functions +RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + +// Text codepoints management functions (unicode characters) +RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array +RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) + +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) +RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) +RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter +RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string +RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string +RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string +RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string + +RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported) + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos +RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos +RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Model management functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points +RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes + +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +// Material loading/unloading functions +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) +RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +typedef void (*AudioCallback)(void *bufferData, unsigned int frames); + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) +RLAPI float GetMasterVolume(void); // Get master volume (listener) + +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' +RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data +RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) +RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array +RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data +RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) +RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data +RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) +RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams +RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + +RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float' +RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream + +RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' +RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline + diff --git a/deps/raylib/projects/README.md b/deps/raylib/projects/README.md new file mode 100644 index 0000000..af24f15 --- /dev/null +++ b/deps/raylib/projects/README.md @@ -0,0 +1,18 @@ +## raylib PROJECT TEMPLATES + +This folder contains raylib templates for some common IDEs. + +IDE | Platform(s) | Source | Example(s) +----| ------------| :-------: | :-----: +[4coder](http://4coder.net/) | Windows | ⌠| âœ”ï¸ +[Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ⌠| âœ”ï¸ +[CMake](https://cmake.org/) | Windows, Linux, macOS, Web | âœ”ï¸ | âœ”ï¸ +[CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ⌠| âœ”ï¸ +[Geany](https://www.geany.org/) | Windows, Linux | âœ”ï¸ | âœ”ï¸ +[Notepad++](https://notepad-plus-plus.org/) | Windows | âœ”ï¸ | âœ”ï¸ +[SublimeText](https://www.sublimetext.com/) | Windows, Linux, macOS | âœ”ï¸ | âœ”ï¸ +[VS2019](https://www.visualstudio.com) | Windows | âœ”ï¸ | âœ”ï¸ +[VSCode](https://code.visualstudio.com/) | Windows, macOS | ⌠| âœ”ï¸ +scripts | Windows, Linux, macOS | âœ”ï¸ | âœ”ï¸ + + *New IDEs config files are welcome!* diff --git a/deps/raylib/projects/SublimeText/README.md b/deps/raylib/projects/SublimeText/README.md new file mode 100644 index 0000000..5100d64 --- /dev/null +++ b/deps/raylib/projects/SublimeText/README.md @@ -0,0 +1,13 @@ +# Sublime Text 3 project template + +This is a project template to be used with [Sublime Text 3](https://www.sublimetext.com/). + +Simply click on the `raylib.sublime-project` file to open it with Sublime Text. +Alternatively you can open Sublime Text first and click on the `Project -> Open Project`. + +It comes with raylib.sublime-build. This file needs to be copied into the sublime packages folder for the user. On windows it can be found in `%AppData%\Sublime Text 3\Packages\User`. + +Once done open the project and select `Tools -> Build System -> raylib`. +To run press Ctrl + Shift + B and select which build you want to run. + +For a full overview of build systems please check the [build systems guide](https://www.sublimetext.com/docs/3/build_systems.html). diff --git a/deps/raylib/projects/SublimeText/raylib.sublime-build b/deps/raylib/projects/SublimeText/raylib.sublime-build new file mode 100644 index 0000000..faa02dd --- /dev/null +++ b/deps/raylib/projects/SublimeText/raylib.sublime-build @@ -0,0 +1,13 @@ +{ + "variants": [ + { + "name": "desktop", + "shell_cmd": "cd ${folder}\\src && mingw32-make PLATFORM=PLATFORM_DESKTOP" + }, + + { + "name": "examples", + "shell_cmd": "cd ${folder}\\examples && mingw32-make PLATFORM=PLATFORM_DESKTOP" + }, + ] +} diff --git a/deps/raylib/projects/SublimeText/raylib.sublime-project b/deps/raylib/projects/SublimeText/raylib.sublime-project new file mode 100644 index 0000000..5eaa1a7 --- /dev/null +++ b/deps/raylib/projects/SublimeText/raylib.sublime-project @@ -0,0 +1,8 @@ +{ + "folders": + [ + { + "path": "../../" + } + ] +} diff --git a/deps/raylib/projects/VS2019-Android/raylib_android.sln b/deps/raylib/projects/VS2019-Android/raylib_android.sln new file mode 100644 index 0000000..f224283 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android.sln @@ -0,0 +1,75 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.31702.278 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "raylib_android", "raylib_android", "{5C24BC76-8848-40EA-9BBB-A544648D8D5B}" +EndProject +Project("{39E2626F-3545-4960-A6E8-258AD8476CE5}") = "raylib_android.Packaging", "raylib_android\raylib_android.Packaging\raylib_android.Packaging.androidproj", "{B2231F0D-52DA-4C55-8998-5886F766553C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib_android.NativeActivity", "raylib_android\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj", "{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|ARM = Debug|ARM + Debug|ARM64 = Debug|ARM64 + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|ARM = Release|ARM + Release|ARM64 = Release|ARM64 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.ActiveCfg = Debug|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Build.0 = Debug|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Deploy.0 = Debug|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Build.0 = Debug|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Deploy.0 = Debug|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.ActiveCfg = Debug|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Build.0 = Debug|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Deploy.0 = Debug|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.ActiveCfg = Debug|x86 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Build.0 = Debug|x86 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Deploy.0 = Debug|x86 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.ActiveCfg = Release|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Build.0 = Release|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Deploy.0 = Release|ARM + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.ActiveCfg = Release|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Build.0 = Release|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Deploy.0 = Release|ARM64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.ActiveCfg = Release|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Build.0 = Release|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Deploy.0 = Release|x64 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.ActiveCfg = Release|x86 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Build.0 = Release|x86 + {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Deploy.0 = Release|x86 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.ActiveCfg = Debug|ARM + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.Build.0 = Debug|ARM + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.Build.0 = Debug|ARM64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.ActiveCfg = Debug|x64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.Build.0 = Debug|x64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.ActiveCfg = Debug|x86 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.Build.0 = Debug|x86 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.ActiveCfg = Release|ARM + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.Build.0 = Release|ARM + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.ActiveCfg = Release|ARM64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.Build.0 = Release|ARM64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.ActiveCfg = Release|x64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.Build.0 = Release|x64 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.ActiveCfg = Release|x86 + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.Build.0 = Release|x86 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {B2231F0D-52DA-4C55-8998-5886F766553C} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B} + {BFB31759-4FCA-4503-BC7C-A97F705EFDB2} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B} + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {B7ED0AA6-6B00-40AC-BF71-526D5BEEFC78} + EndGlobalSection +EndGlobal diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c new file mode 100644 index 0000000..ea964e9 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c @@ -0,0 +1,437 @@ +/* + * Copyright (C) 2010 The Android Open Source Project + * + * лицензировано по лицензии Apache License, верÑÐ¸Ñ 2.0 ( "ЛицензиÑ"); + *Ñтот файл можно иÑпользовать только в ÑоответÑтвии Ñ Ð»Ð¸Ñ†ÐµÐ½Ð·Ð¸ÐµÐ¹. + *Копию лицензии можно получить на веб-Ñайте + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + *ЕÑли только не требуетÑÑ Ð² ÑоответÑтвии Ñ Ð¿Ñ€Ð¸Ð¼ÐµÐ½Ð¸Ð¼Ñ‹Ð¼ законодательÑтвом или ÑоглаÑовано в пиÑьменном виде, программное обеÑпечение + * раÑпроÑтранÑетÑÑ Ð² рамках лицензии на УСЛОВИЯХ "КÐК ЕСТЬ", + * БЕЗ ГÐÐ ÐÐТИЙ И УСЛОВИЙ ЛЮБОГО РОДÐ, Ñвно выраженных и подразумеваемых. + * См. лицензию Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ об определенных разрешениÑÑ… по иÑпользованию Ñзыка и + * ограничениÑÑ… в рамках лицензии. + * + */ + +#include <jni.h> + +#include <errno.h> +#include <stdlib.h> +#include <string.h> +#include <unistd.h> +#include <sys/resource.h> + +#include "android_native_app_glue.h" +#include <android/log.h> + +#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__)) +#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__)) + +/* Ð”Ð»Ñ Ð¾Ñ‚Ð»Ð°Ð´Ð¾Ñ‡Ð½Ñ‹Ñ… поÑтроений необходимо вÑегда включать траÑÑировку отладки в Ñтой библиотеке*/ +#ifndef NDEBUG +# define LOGV(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", __VA_ARGS__)) +#else +# define LOGV(...) ((void)0) +#endif + +static void free_saved_state(struct android_app* android_app) { + pthread_mutex_lock(&android_app->mutex); + if (android_app->savedState != NULL) { + free(android_app->savedState); + android_app->savedState = NULL; + android_app->savedStateSize = 0; + } + pthread_mutex_unlock(&android_app->mutex); +} + +int8_t android_app_read_cmd(struct android_app* android_app) { + int8_t cmd; + if (read(android_app->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) { + switch (cmd) { + case APP_CMD_SAVE_STATE: + free_saved_state(android_app); + break; + } + return cmd; + } else { + LOGE("No data on command pipe!"); + } + return -1; +} + +static void print_cur_config(struct android_app* android_app) { + char lang[2], country[2]; + AConfiguration_getLanguage(android_app->config, lang); + AConfiguration_getCountry(android_app->config, country); + + LOGV("Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d " + "keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d " + "modetype=%d modenight=%d", + AConfiguration_getMcc(android_app->config), + AConfiguration_getMnc(android_app->config), + lang[0], lang[1], country[0], country[1], + AConfiguration_getOrientation(android_app->config), + AConfiguration_getTouchscreen(android_app->config), + AConfiguration_getDensity(android_app->config), + AConfiguration_getKeyboard(android_app->config), + AConfiguration_getNavigation(android_app->config), + AConfiguration_getKeysHidden(android_app->config), + AConfiguration_getNavHidden(android_app->config), + AConfiguration_getSdkVersion(android_app->config), + AConfiguration_getScreenSize(android_app->config), + AConfiguration_getScreenLong(android_app->config), + AConfiguration_getUiModeType(android_app->config), + AConfiguration_getUiModeNight(android_app->config)); +} + +void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) { + switch (cmd) { + case APP_CMD_INPUT_CHANGED: + LOGV("APP_CMD_INPUT_CHANGED\n"); + pthread_mutex_lock(&android_app->mutex); + if (android_app->inputQueue != NULL) { + AInputQueue_detachLooper(android_app->inputQueue); + } + android_app->inputQueue = android_app->pendingInputQueue; + if (android_app->inputQueue != NULL) { + LOGV("Attaching input queue to looper"); + AInputQueue_attachLooper(android_app->inputQueue, + android_app->looper, LOOPER_ID_INPUT, NULL, + &android_app->inputPollSource); + } + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + break; + + case APP_CMD_INIT_WINDOW: + LOGV("APP_CMD_INIT_WINDOW\n"); + pthread_mutex_lock(&android_app->mutex); + android_app->window = android_app->pendingWindow; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + break; + + case APP_CMD_TERM_WINDOW: + LOGV("APP_CMD_TERM_WINDOW\n"); + pthread_cond_broadcast(&android_app->cond); + break; + + case APP_CMD_RESUME: + case APP_CMD_START: + case APP_CMD_PAUSE: + case APP_CMD_STOP: + LOGV("activityState=%d\n", cmd); + pthread_mutex_lock(&android_app->mutex); + android_app->activityState = cmd; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + break; + + case APP_CMD_CONFIG_CHANGED: + LOGV("APP_CMD_CONFIG_CHANGED\n"); + AConfiguration_fromAssetManager(android_app->config, + android_app->activity->assetManager); + print_cur_config(android_app); + break; + + case APP_CMD_DESTROY: + LOGV("APP_CMD_DESTROY\n"); + android_app->destroyRequested = 1; + break; + } +} + +void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) { + switch (cmd) { + case APP_CMD_TERM_WINDOW: + LOGV("APP_CMD_TERM_WINDOW\n"); + pthread_mutex_lock(&android_app->mutex); + android_app->window = NULL; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + break; + + case APP_CMD_SAVE_STATE: + LOGV("APP_CMD_SAVE_STATE\n"); + pthread_mutex_lock(&android_app->mutex); + android_app->stateSaved = 1; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + break; + + case APP_CMD_RESUME: + free_saved_state(android_app); + break; + } +} + +static void android_app_destroy(struct android_app* android_app) { + LOGV("android_app_destroy!"); + free_saved_state(android_app); + pthread_mutex_lock(&android_app->mutex); + if (android_app->inputQueue != NULL) { + AInputQueue_detachLooper(android_app->inputQueue); + } + AConfiguration_delete(android_app->config); + android_app->destroyed = 1; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + // ПоÑле Ñтого Ð½ÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ñть объект android_app. +} + +static void process_input(struct android_app* app, struct android_poll_source* source) { + AInputEvent* event = NULL; + while (AInputQueue_getEvent(app->inputQueue, &event) >= 0) { + LOGV("New input event: type=%d\n", AInputEvent_getType(event)); + if (AInputQueue_preDispatchEvent(app->inputQueue, event)) { + continue; + } + int32_t handled = 0; + if (app->onInputEvent != NULL) handled = app->onInputEvent(app, event); + AInputQueue_finishEvent(app->inputQueue, event, handled); + } +} + +static void process_cmd(struct android_app* app, struct android_poll_source* source) { + int8_t cmd = android_app_read_cmd(app); + android_app_pre_exec_cmd(app, cmd); + if (app->onAppCmd != NULL) app->onAppCmd(app, cmd); + android_app_post_exec_cmd(app, cmd); +} + +static void* android_app_entry(void* param) { + struct android_app* android_app = (struct android_app*)param; + + android_app->config = AConfiguration_new(); + AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager); + + print_cur_config(android_app); + + android_app->cmdPollSource.id = LOOPER_ID_MAIN; + android_app->cmdPollSource.app = android_app; + android_app->cmdPollSource.process = process_cmd; + android_app->inputPollSource.id = LOOPER_ID_INPUT; + android_app->inputPollSource.app = android_app; + android_app->inputPollSource.process = process_input; + + ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS); + ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL, + &android_app->cmdPollSource); + android_app->looper = looper; + + pthread_mutex_lock(&android_app->mutex); + android_app->running = 1; + pthread_cond_broadcast(&android_app->cond); + pthread_mutex_unlock(&android_app->mutex); + + android_main(android_app); + + android_app_destroy(android_app); + return NULL; +} + +// -------------------------------------------------------------------- +// ВзаимодейÑтвие NativeÐctivity (вызванное из оÑновного потока) +// -------------------------------------------------------------------- + +static struct android_app* android_app_create(ANativeActivity* activity, + void* savedState, size_t savedStateSize) { + struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app)); + memset(android_app, 0, sizeof(struct android_app)); + android_app->activity = activity; + + pthread_mutex_init(&android_app->mutex, NULL); + pthread_cond_init(&android_app->cond, NULL); + + if (savedState != NULL) { + android_app->savedState = malloc(savedStateSize); + android_app->savedStateSize = savedStateSize; + memcpy(android_app->savedState, savedState, savedStateSize); + } + + int msgpipe[2]; + if (pipe(msgpipe)) { + LOGE("could not create pipe: %s", strerror(errno)); + return NULL; + } + android_app->msgread = msgpipe[0]; + android_app->msgwrite = msgpipe[1]; + + pthread_attr_t attr; + pthread_attr_init(&attr); + pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED); + pthread_create(&android_app->thread, &attr, android_app_entry, android_app); + + // ДождитеÑÑŒ запуÑка потока. + pthread_mutex_lock(&android_app->mutex); + while (!android_app->running) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + pthread_mutex_unlock(&android_app->mutex); + + return android_app; +} + +static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) { + if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) { + LOGE("Failure writing android_app cmd: %s\n", strerror(errno)); + } +} + +static void android_app_set_input(struct android_app* android_app, AInputQueue* inputQueue) { + pthread_mutex_lock(&android_app->mutex); + android_app->pendingInputQueue = inputQueue; + android_app_write_cmd(android_app, APP_CMD_INPUT_CHANGED); + while (android_app->inputQueue != android_app->pendingInputQueue) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + pthread_mutex_unlock(&android_app->mutex); +} + +static void android_app_set_window(struct android_app* android_app, ANativeWindow* window) { + pthread_mutex_lock(&android_app->mutex); + if (android_app->pendingWindow != NULL) { + android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW); + } + android_app->pendingWindow = window; + if (window != NULL) { + android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW); + } + while (android_app->window != android_app->pendingWindow) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + pthread_mutex_unlock(&android_app->mutex); +} + +static void android_app_set_activity_state(struct android_app* android_app, int8_t cmd) { + pthread_mutex_lock(&android_app->mutex); + android_app_write_cmd(android_app, cmd); + while (android_app->activityState != cmd) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + pthread_mutex_unlock(&android_app->mutex); +} + +static void android_app_free(struct android_app* android_app) { + pthread_mutex_lock(&android_app->mutex); + android_app_write_cmd(android_app, APP_CMD_DESTROY); + while (!android_app->destroyed) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + pthread_mutex_unlock(&android_app->mutex); + + close(android_app->msgread); + close(android_app->msgwrite); + pthread_cond_destroy(&android_app->cond); + pthread_mutex_destroy(&android_app->mutex); + free(android_app); +} + +static void onDestroy(ANativeActivity* activity) { + LOGV("Destroy: %p\n", activity); + android_app_free((struct android_app*)activity->instance); +} + +static void onStart(ANativeActivity* activity) { + LOGV("Start: %p\n", activity); + android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_START); +} + +static void onResume(ANativeActivity* activity) { + LOGV("Resume: %p\n", activity); + android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_RESUME); +} + +static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen) { + struct android_app* android_app = (struct android_app*)activity->instance; + void* savedState = NULL; + + LOGV("SaveInstanceState: %p\n", activity); + pthread_mutex_lock(&android_app->mutex); + android_app->stateSaved = 0; + android_app_write_cmd(android_app, APP_CMD_SAVE_STATE); + while (!android_app->stateSaved) { + pthread_cond_wait(&android_app->cond, &android_app->mutex); + } + + if (android_app->savedState != NULL) { + savedState = android_app->savedState; + *outLen = android_app->savedStateSize; + android_app->savedState = NULL; + android_app->savedStateSize = 0; + } + + pthread_mutex_unlock(&android_app->mutex); + + return savedState; +} + +static void onPause(ANativeActivity* activity) { + LOGV("Pause: %p\n", activity); + android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_PAUSE); +} + +static void onStop(ANativeActivity* activity) { + LOGV("Stop: %p\n", activity); + android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_STOP); +} + +static void onConfigurationChanged(ANativeActivity* activity) { + struct android_app* android_app = (struct android_app*)activity->instance; + LOGV("ConfigurationChanged: %p\n", activity); + android_app_write_cmd(android_app, APP_CMD_CONFIG_CHANGED); +} + +static void onLowMemory(ANativeActivity* activity) { + struct android_app* android_app = (struct android_app*)activity->instance; + LOGV("LowMemory: %p\n", activity); + android_app_write_cmd(android_app, APP_CMD_LOW_MEMORY); +} + +static void onWindowFocusChanged(ANativeActivity* activity, int focused) { + LOGV("WindowFocusChanged: %p -- %d\n", activity, focused); + android_app_write_cmd((struct android_app*)activity->instance, + focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS); +} + +static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window) { + LOGV("NativeWindowCreated: %p -- %p\n", activity, window); + android_app_set_window((struct android_app*)activity->instance, window); +} + +static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window) { + LOGV("NativeWindowDestroyed: %p -- %p\n", activity, window); + android_app_set_window((struct android_app*)activity->instance, NULL); +} + +static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue) { + LOGV("InputQueueCreated: %p -- %p\n", activity, queue); + android_app_set_input((struct android_app*)activity->instance, queue); +} + +static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue) { + LOGV("InputQueueDestroyed: %p -- %p\n", activity, queue); + android_app_set_input((struct android_app*)activity->instance, NULL); +} + +void ANativeActivity_onCreate(ANativeActivity* activity, + void* savedState, size_t savedStateSize) { + LOGV("Creating: %p\n", activity); + activity->callbacks->onDestroy = onDestroy; + activity->callbacks->onStart = onStart; + activity->callbacks->onResume = onResume; + activity->callbacks->onSaveInstanceState = onSaveInstanceState; + activity->callbacks->onPause = onPause; + activity->callbacks->onStop = onStop; + activity->callbacks->onConfigurationChanged = onConfigurationChanged; + activity->callbacks->onLowMemory = onLowMemory; + activity->callbacks->onWindowFocusChanged = onWindowFocusChanged; + activity->callbacks->onNativeWindowCreated = onNativeWindowCreated; + activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed; + activity->callbacks->onInputQueueCreated = onInputQueueCreated; + activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed; + + activity->instance = android_app_create(activity, savedState, savedStateSize); +} diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h new file mode 100644 index 0000000..4b63fad --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h @@ -0,0 +1,344 @@ +/* + * © 2010 The Android Open Source Project + * + * Лицензировано по лицензии Apache License, верÑÐ¸Ñ 2.0 ( "ЛицензиÑ"); + *Ñтот файл можно иÑпользовать только в ÑоответÑтвии Ñ Ð»Ð¸Ñ†ÐµÐ½Ð·Ð¸ÐµÐ¹. + *Копию лицензии можно получить на веб-Ñайте + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + *ЕÑли только не требуетÑÑ Ð² ÑоответÑтвии Ñ Ð¿Ñ€Ð¸Ð¼ÐµÐ½Ð¸Ð¼Ñ‹Ð¼ законодательÑтвом или ÑоглаÑовано в пиÑьменном виде, программное обеÑпечение + * раÑпроÑтранÑетÑÑ Ð² рамках лицензии на УСЛОВИЯХ "КÐК ЕСТЬ", + * БЕЗ ГÐÐ ÐÐТИЙ И УСЛОВИЙ ЛЮБОГО РОДÐ, Ñвно выраженных и подразумеваемых. + * См. лицензию Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ об определенных разрешениÑÑ… по иÑпользованию Ñзыка и + * ограничениÑÑ… в рамках лицензии. + * + */ + +#ifndef _ANDROID_NATIVE_APP_GLUE_H +#define _ANDROID_NATIVE_APP_GLUE_H + +#include <poll.h> +#include <pthread.h> +#include <sched.h> + +#include <android/configuration.h> +#include <android/looper.h> +#include <android/native_activity.h> + +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Ð˜Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ NativeActivity, предоÑтавленный <android/native_activity.h>, + * оÑнован на наборе предоÑтавленных приложением обратных вызовов, которые вызываютÑÑ + *оÑновным потоком дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸ возникновении определенных Ñобытий. + * + * Ðто означает, что ни один из данных обратных вызовов _не_ _должен_ блокироватьÑÑ, иначе + * ÑущеÑтвует риÑк принудительного Ð·Ð°ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑиÑтемой. Ðта модель Ð¿Ñ€Ð¾Ð³Ñ€Ð°Ð¼Ð¼Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ + * прÑмаÑ, проÑтаÑ, но имеет ограничениÑ. + * + * СтатичеÑÐºÐ°Ñ Ð±Ð¸Ð±Ð»Ð¸Ð¾Ñ‚ÐµÐºÐ° threaded_native_app иÑпользуетÑÑ Ð´Ð»Ñ Ð¾Ð±ÐµÑÐ¿ÐµÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹ + * модели выполнениÑ, в которой приложение может реализовать Ñвой ÑобÑтвенный цикл главного ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ + * в другом потоке вмеÑто Ñтого. Ðто работает так: + * + * 1/ Приложение должно предоÑтавить функцию Ñ Ð¸Ð¼ÐµÐ½ÐµÐ¼ android_main(), ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ + * будет вызыватьÑÑ Ð¿Ñ€Ð¸ Ñоздании дейÑÑ‚Ð²Ð¸Ñ Ð² новом потоке, + * отличающемÑÑ Ð¾Ñ‚ оÑновного потока дейÑтвиÑ. + * + * 2/ android_main() получает указатель на допуÑтимую Ñтруктуру android_app, + * ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ñодержит ÑÑылки на другие важные объекты, например ÑкземплÑÑ€ объекта + * ANativeActivity, где выполнÑетÑÑ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ðµ. + * + * 3/ Объект android_app Ñодержит ÑкземплÑÑ€ ALooper, который уже + * ожидает две важных вещи: + * + * - Ñобытий жизненного цикла дейÑÑ‚Ð²Ð¸Ñ (например, "pause", "resume"). См. объÑÐ²Ð»ÐµÐ½Ð¸Ñ APP_CMD_XXX + * ниже. + * + * - входных Ñобытий, поÑтупающих из очереди AInputQueue, приÑоединенной к дейÑтвию. + * + * Каждое из Ñтих Ñобытий ÑоответÑтвует идентификатору ALooper, возвращенному + * ALooper_pollOnce Ñо значениÑми LOOPER_ID_MAIN и LOOPER_ID_INPUT, + *, ÑоответÑтвенно. + * + * Ваше приложение может иÑпользовать тот же ALooper Ð´Ð»Ñ Ð¿Ñ€Ð¾ÑÐ»ÑƒÑˆÐ¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ… + * деÑкрипторов файла. Они могут быть оÑнованы либо на обратных вызовах, либо поÑтупают Ñ Ð¸Ð´ÐµÐ½Ñ‚Ð¸Ñ„Ð¸ÐºÐ°Ñ‚Ð¾Ñ€Ð°Ð¼Ð¸ возврата, + * начинающимиÑÑ Ñ LOOPER_ID_USER. + * + * 4/ При получении ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ LOOPER_ID_MAIN или LOOPER_ID_INPUT + * возвращенные данные будут указывать на Ñтруктуру android_poll_source. Ð”Ð»Ñ Ð½ÐµÐµ + * можно вызвать функцию process() и заполнить android_app->onAppCmd + * и android_app->onInputEvent, Ð´Ð»Ñ Ñ‚Ð¾Ð³Ð¾ чтобы они вызывалиÑÑŒ Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ¹ ÑобÑтвенной обработки + * ÑобытиÑ. + * + * ВмеÑто Ñтого можно вызвать функции нижнего ÑƒÑ€Ð¾Ð²Ð½Ñ Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð¸ обработки + * данных непоÑредÑтвенно... поÑмотрите на реализации process_cmd() и process_input() + * в приклеивании, чтобы выÑÑнить, как Ñто делаетÑÑ. + * + * См. пример "native-activity" в NDK Ñ + * полной демонÑтрацией иÑпользованиÑ. Также поÑмотрите JavaDoc в NativeActivity. + */ + +struct android_app; + +/** + * Данные, ÑвÑзанные Ñ ALooper fd, которые будут возвращатьÑÑ ÐºÐ°Ðº outData + * при готовноÑти данных в Ñтом иÑточнике. + */ +struct android_poll_source { + // Идентификатор данного иÑточника. Может быть LOOPER_ID_MAIN или + // LOOPER_ID_INPUT. + int32_t id; + + // android_app, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ ÑвÑзан данный идентификатор. + struct android_app* app; + + // ФункциÑ, Ð²Ñ‹Ð·Ñ‹Ð²Ð°ÐµÐ¼Ð°Ñ Ð´Ð»Ñ Ñтандартной обработки данных из + // Ñтого иÑточника. + void (*process)(struct android_app* app, struct android_poll_source* source); +}; + +/** + * Ðто Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ Ñтандартного кода Ð¿Ñ€Ð¸ÐºÐ»ÐµÐ¸Ð²Ð°Ð½Ð¸Ñ Ð¿Ð¾Ñ‚Ð¾Ñ‡Ð½Ð¾Ð³Ð¾ + * приложениÑ. Ð’ Ñтой модели код Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÑетÑÑ + * в Ñвоем ÑобÑтвенном потоке, отдельном от оÑновного потока процеÑÑа. + * Ðе требуетÑÑ ÑвÑзь данного потока Ñ Ð’Ðœ Java + *, Ñ…Ð¾Ñ‚Ñ Ñто необходимо Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð¾Ð² JNI любых + * объектов Java. + */ +struct android_app { + // Приложение может помеÑтить указатель на Ñвой ÑобÑтвенный объект ÑоÑтоÑÐ½Ð¸Ñ + // здеÑÑŒ, еÑли нужно. + void* userData; + + // Введите здеÑÑŒ код функции Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ оÑновных команд Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ (APP_CMD_*) + void (*onAppCmd)(struct android_app* app, int32_t cmd); + + // Введите здеÑÑŒ код функции Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ входных Ñобытий. Ð¡ÐµÐ¹Ñ‡Ð°Ñ + // Ñобытие уже было предварительно отправлено и будет завершено при + // возврате. Верните 1, еÑли Ñобытие обработано, 0 — Ð´Ð»Ñ Ð»ÑŽÐ±Ð¾Ð¹ диÑпетчеризации + // по умолчанию. + int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event); + + // ÐкземплÑÑ€ объекта ANativeActivity, в котором выполнÑетÑÑ Ñто приложение. + ANativeActivity* activity; + + // Ð¢ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ¾Ð½Ñ„Ð¸Ð³ÑƒÑ€Ð°Ñ†Ð¸Ñ, в которой выполнÑетÑÑ Ñто приложение. + AConfiguration* config; + + // Ðто поÑледнее Ñохраненное ÑоÑтоÑние ÑкземплÑра, предоÑтавленное во Ð²Ñ€ÐµÐ¼Ñ ÑозданиÑ. + // Значение равно NULL, еÑли ÑоÑтоÑÐ½Ð¸Ñ Ð½Ðµ было. Можно иÑпользовать Ñто по мере необходимоÑти; + // памÑть оÑтанетÑÑ Ð´Ð¾Ñтупной до вызова android_app_exec_cmd() Ð´Ð»Ñ + // APP_CMD_RESUME, поÑле чего она будет оÑвобождена, а savedState получит значение NULL. + // Ðти переменные необходимо изменÑть только при обработке APP_CMD_SAVE_STATE, + // когда их Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÑƒÑ‚ инициализироватьÑÑ Ð² NULL и можно будет выполнить malloc Ð´Ð»Ñ + // ÑоÑтоÑÐ½Ð¸Ñ Ð¸ помеÑтить здеÑÑŒ информацию. Ð’ Ñтом Ñлучае памÑть будет + // оÑвобождена позднее. + void* savedState; + size_t savedStateSize; + + // ALooper, ÑвÑзанный Ñ Ð¿Ð¾Ñ‚Ð¾ÐºÐ¾Ð¼ приложениÑ. + ALooper* looper; + + // ЕÑли значение не равно NULL, то Ñто Ð²Ñ…Ð¾Ð´Ð½Ð°Ñ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ, из которой приложение будет + // получать входные ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»Ñ. + AInputQueue* inputQueue; + + // ЕÑли значение не равно NULL, то Ñто поверхноÑть окна, в котором приложение может риÑовать. + ANativeWindow* window; + + // Текущий прÑмоугольник Ñодержимого окна. Ðто облаÑть, в которой + // должно помещатьÑÑ Ñодержимое окна, чтобы его видел пользователь. + ARect contentRect; + + // Текущее ÑоÑтоÑние дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ. Может быть APP_CMD_START, + // APP_CMD_RESUME, APP_CMD_PAUSE или APP_CMD_STOP; Ñм. ниже. + int activityState; + + // Значение не равно нулю, когда NativeActivity Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ + // разрушаетÑÑ Ð¸ ожидает Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¿Ð¾Ñ‚Ð¾ÐºÐ° приложениÑ. + int destroyRequested; + + // ------------------------------------------------- + // Ðиже показан "чаÑтнаÑ" Ñ€ÐµÐ°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ñ ÐºÐ¾Ð´Ð° прилипаниÑ. + + pthread_mutex_t mutex; + pthread_cond_t cond; + + int msgread; + int msgwrite; + + pthread_t thread; + + struct android_poll_source cmdPollSource; + struct android_poll_source inputPollSource; + + int running; + int stateSaved; + int destroyed; + int redrawNeeded; + AInputQueue* pendingInputQueue; + ANativeWindow* pendingWindow; + ARect pendingContentRect; +}; + +enum { + /** + * Идентификатор данных Looper команд, поÑтупающих из оÑновного потока приложениÑ, который + * возвращаетÑÑ ÐºÐ°Ðº идентификатор от ALooper_pollOnce(). Данные Ð´Ð»Ñ Ñтого идентификатора + * ÑвлÑÑŽÑ‚ÑÑ ÑƒÐºÐ°Ð·Ð°Ñ‚ÐµÐ»ÐµÐ¼ на Ñтруктуру android_poll_source. + * Их можно извлечь и обработать Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ android_app_read_cmd() + * и android_app_exec_cmd(). + */ + LOOPER_ID_MAIN = 1, + + /** + * Идентификатор данных Looper Ñобытий, поÑтупающий из AInputQueue окна + * приложениÑ, который возвращаетÑÑ ÐºÐ°Ðº идентификатор из + * ALooper_pollOnce(). Данные Ñтого идентификатора ÑвлÑÑŽÑ‚ÑÑ ÑƒÐºÐ°Ð·Ð°Ñ‚ÐµÐ»ÐµÐ¼ на Ñтруктуру + * android_poll_source. Их можно прочитать через объект inputQueue + * Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ android_app. + */ + LOOPER_ID_INPUT = 2, + + /** + * ЗапуÑк определÑемых пользователем идентификаторов ALooper. + */ + LOOPER_ID_USER = 3, +}; + +enum { + /** + * Команда из оÑновного потока: AInputQueue изменена. ПоÑле обработки + * Ñтой команды android_app->inputQueue будет обновлена в новую очередь + * (или NULL). + */ + APP_CMD_INPUT_CHANGED, + + /** + * Команда из оÑновного потока: новое окно ANativeWindow готово к иÑпользованию. ПоÑле + * Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñтой команды окно android_app-> будет Ñодержать новую поверхноÑть + *окна. + */ + APP_CMD_INIT_WINDOW, + + /** + * Команда из оÑновного потока: ÑущеÑтвующее окно ANativeWindow необходимо + * прекратить. ПоÑле Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñтой команды окно android_app->по-прежнему + * Ñодержит ÑущеÑтвующее окно; поÑле вызова android_app_exec_cmd + * оно получит значение NULL. + */ + APP_CMD_TERM_WINDOW, + + /** + * Команда из оÑновного потока: текущее окно ANativeWindow изменило размер. + * ПерериÑуйте ÑоглаÑно новом размеру. + */ + APP_CMD_WINDOW_RESIZED, + + /** + * Команда из оÑновного потока: ÑиÑтеме необходимо, чтобы текущее окно ANativeWindow + * было перериÑовано. Ðеобходимо перериÑовать окно перед ее передачей в + * android_app_exec_cmd(), чтобы избежать переходных Ñбоев риÑованиÑ. + */ + APP_CMD_WINDOW_REDRAW_NEEDED, + + /** + * Команда из оÑновного потока: облаÑть Ñодержимого окна изменена + * таким образом, что из функционального ввода окно показываетÑÑ Ð¸Ð»Ð¸ ÑкрываетÑÑ. Можно + * найти новый прÑмоугольник Ñодержимого в android_app::contentRect. + */ + APP_CMD_CONTENT_RECT_CHANGED, + + /** + * Команда из оÑновного потока: окно дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ð»Ð¾ + * Ñ„Ð¾ÐºÑƒÑ Ð²Ð²Ð¾Ð´Ð°. + */ + APP_CMD_GAINED_FOCUS, + + /** + * Команда из оÑновного потока: окно дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ñ‚ÐµÑ€Ñло + * Ñ„Ð¾ÐºÑƒÑ Ð²Ð²Ð¾Ð´Ð°. + */ + APP_CMD_LOST_FOCUS, + + /** + * Команда из оÑновного потока: изменена Ñ‚ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ¾Ð½Ñ„Ð¸Ð³ÑƒÑ€Ð°Ñ†Ð¸Ñ ÑƒÑтройÑтва. + */ + APP_CMD_CONFIG_CHANGED, + + /** + * Команда из оÑновного потока: ÑиÑтеме не хватает памÑти. + * Попробуйте уменьшить иÑпользование памÑти. + */ + APP_CMD_LOW_MEMORY, + + /** + * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ запущено. + */ + APP_CMD_START, + + /** + * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ возобновлено. + */ + APP_CMD_RESUME, + + /** + * Команда из оÑновного потока: приложение должно Ñоздать новое Ñохраненное ÑоÑтоÑние + * Ð´Ð»Ñ ÑебÑ, чтобы воÑÑтанавливатьÑÑ Ð¸Ð· него позднее в Ñлучае необходимоÑти. ЕÑли вы Ñохранили ÑоÑтоÑние, + * выделите его Ñ Ð¸Ñпользованием malloc и помеÑтите в android_app.savedState Ñ + * размером android_app.savedStateSize. ПамÑть будет оÑвобождена + * позднее. + */ + APP_CMD_SAVE_STATE, + + /** + * Команда из оÑновного потока: пауза в дейÑтвии приложениÑ. + */ + APP_CMD_PAUSE, + + /** + * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ оÑтановлено. + */ + APP_CMD_STOP, + + /** + * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑƒÐ½Ð¸Ñ‡Ñ‚Ð¾Ð¶Ð°ÐµÑ‚ÑÑ, + * и ожидает очиÑтки потока Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¸ выхода перед обработкой. + */ + APP_CMD_DESTROY, +}; + +/** + * Вызовите, когда ALooper_pollAll() возвращает LOOPER_ID_MAIN, при чтении Ñледующего ÑÐ¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹ + *приложениÑ. + */ +int8_t android_app_read_cmd(struct android_app* android_app); + +/** + * Вызовите Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ команды, возвращенной android_app_read_cmd() Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ + * начальной предварительной обработки данной команды. Можно выполнить ÑобÑтвенные + * дейÑÑ‚Ð²Ð¸Ñ Ð´Ð»Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹ поÑле вызова Ñтой функции. + */ +void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd); + +/** + * Вызовите Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ команды, возвращенной android_app_read_cmd(), Ð´Ð»Ñ + * окончательной предварительной обработки данной команды. Ðеобходимо завершить ÑобÑтвенные + * дейÑÑ‚Ð²Ð¸Ñ Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð¾Ð¹ до вызова Ñтой функции. + */ +void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd); + +/** + * Ðто функциÑ, которую должен реализовать код приложениÑ, предÑтавлÑет Ñобой + * главный вход в приложение. + */ +extern void android_main(struct android_app* app); + +#ifdef __cplusplus +} +#endif + +#endif /* _ANDROID_NATIVE_APP_GLUE_H */ diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c new file mode 100644 index 0000000..079bda9 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c @@ -0,0 +1,64 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window +* +* This example has been created using raylib 3.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2021 <user_name> (@<user_github>) + +* Adapt for Visual Studio: Vadim Boev (Kronka Dev) +* +********************************************************************************************/ +#include "android_native_app_glue.h" + +#include "../../../../src/raylib.h" + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + // TODO: Load resources / Initialize variables at this point + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update variables / Implement example logic at this point + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // TODO: Draw everything that requires to be drawn at this point: + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // TODO: Unload all loaded resources at this point + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj new file mode 100644 index 0000000..b4567b0 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj @@ -0,0 +1,226 @@ +<?xml version="1.0" 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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" /> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'"> + <ClCompile> + <PrecompiledHeader>NotUsing</PrecompiledHeader> + <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile> + <CompileAs>CompileAsC</CompileAs> + <CLanguageStandard>c99</CLanguageStandard> + <CppLanguageStandard>Default</CppLanguageStandard> + <PrecompiledHeaderCompileAs>CompileAsC</PrecompiledHeaderCompileAs> + </ClCompile> + <Link> + <LibraryDependencies>%(LibraryDependencies);EGL;GLESv2;log;android;c;m;raylib</LibraryDependencies> + <AdditionalLibraryDirectories>../../../../src/;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + </Link> + </ItemDefinitionGroup> + 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<CompileAs>CompileAsCpp</CompileAs> + </ClCompile> + <Link> + <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'"> + <ClCompile> + <PrecompiledHeader>Use</PrecompiledHeader> + <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile> + <CompileAs>CompileAsCpp</CompileAs> + </ClCompile> + <Link> + <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'"> + <ClCompile> + <PrecompiledHeader>Use</PrecompiledHeader> + <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile> + <CompileAs>CompileAsCpp</CompileAs> + </ClCompile> + <Link> + <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies> + </Link> + </ItemDefinitionGroup> + <ItemGroup> + <ClInclude Include="android_native_app_glue.h" /> + </ItemGroup> + <ItemGroup> + <ClCompile Include="android_native_app_glue.c" /> + <ClCompile Include="main.c" /> + </ItemGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> + <ImportGroup Label="ExtensionTargets"> + </ImportGroup> +</Project>
\ No newline at end of file diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters new file mode 100644 index 0000000..55bda72 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters @@ -0,0 +1,10 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup> + <ClInclude Include="android_native_app_glue.h" /> + </ItemGroup> + <ItemGroup> + <ClCompile Include="android_native_app_glue.c" /> + <ClCompile Include="main.c" /> + </ItemGroup> +</Project>
\ No newline at end of file diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml new file mode 100644 index 0000000..117e674 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml @@ -0,0 +1,22 @@ +<?xml version="1.0" encoding="utf-8"?> +<!-- Changes made to Package Name should also be reflected in the Debugging - Package Name property, in the Property Pages --> +<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.$(ApplicationName)" android:versionCode="1" android:versionName="1.0"> + + <!-- This is the platform API where NativeActivity was introduced. --> + <uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29"/> + + <!-- This .apk has no Java code itself, so set hasCode to false. --> + <application android:label="@string/app_name" android:hasCode="false"> + + <!-- Our activity is the built-in NativeActivity framework class. + This will take care of integrating with our NDK code. --> + <activity android:name="android.app.NativeActivity" android:label="@string/app_name" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation|keyboardHidden|screenSize" android:screenOrientation="landscape"> + <!-- Tell NativeActivity the name of our .so --> + <meta-data android:name="android.app.lib_name" android:value="main"/> + <intent-filter> + <action android:name="android.intent.action.MAIN"/> + <category android:name="android.intent.category.LAUNCHER"/> + </intent-filter> + </activity> + </application> +</manifest> diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml new file mode 100644 index 0000000..0abadec --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml @@ -0,0 +1,90 @@ +<?xml version="1.0" encoding="UTF-8"?> +<project name="$(projectname)" default="help"> + + <!-- The ant.properties file can be created by you. It is only edited by the + 'android' tool to add properties to it. + This is the place to change some Ant specific build properties. + Here are some properties you may want to change/update: + + source.dir + The name of the source directory. Default is 'src'. + out.dir + The name of the output directory. Default is 'bin'. + + For other overridable properties, look at the beginning of the rules + files in the SDK, at tools/ant/build.xml + + Properties related to the SDK location or the project target should + be updated using the 'android' tool with the 'update' action. + + This file is an integral part of the build system for your + application and should be checked into Version Control Systems. + + --> + <property file="ant.properties" /> + + <!-- if sdk.dir was not set from one of the property file, then + get it from the ANDROID_HOME env var. --> + <property environment="env" /> + <condition property="sdk.dir" value="${env.ANDROID_HOME}"> + <isset property="env.ANDROID_HOME" /> + </condition> + + <!-- The project.properties file contains project specific properties such as + project target, and library dependencies. Lower level build properties are + stored in ant.properties + + This file is an integral part of the build system for your + application and should be checked into Version Control Systems. --> + <loadproperties srcFile="project.properties" /> + + <!-- quick check on sdk.dir --> + <fail + message="sdk.dir is missing. Make sure ANDROID_HOME environment variable is correctly set." + unless="sdk.dir" + /> + + <!-- + Import per project custom build rules if present at the root of the project. + This is the place to put custom intermediary targets such as: + -pre-build + -pre-compile + -post-compile (This is typically used for code obfuscation. + Compiled code location: ${out.classes.absolute.dir} + If this is not done in place, override ${out.dex.input.absolute.dir}) + -post-package + -post-build + -pre-clean + --> + <import file="custom_rules.xml" optional="true" /> + + <!-- Import the actual build file. + + To customize existing targets, there are two options: + - Customize only one target: + - copy/paste the target into this file, *before* the + <import> task. + - customize it to your needs. + - Customize the whole content of build.xml + - copy/paste the content of the rules files (minus the top node) + into this file, replacing the <import> task. + - customize to your needs. + + *********************** + ****** IMPORTANT ****** + *********************** + In all cases you must update the value of version-tag below to read 'custom' instead of an integer, + in order to avoid having your file be overridden by tools such as "android update project" + --> + <!-- version-tag: 1 --> + <import file="${sdk.dir}/tools/ant/build.xml" /> + + <target name="-pre-compile"> + <path id="project.all.jars.path"> + <path path="${toString:project.all.jars.path}"/> + <fileset dir="${jar.libs.dir}"> + <include name="*.jar"/> + </fileset> + </path> + </target> +</project> diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties new file mode 100644 index 0000000..802a49f --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties @@ -0,0 +1,3 @@ +# Project target +target=$(androidapilevel) +# Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir= diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj new file mode 100644 index 0000000..5d139d0 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj @@ -0,0 +1,134 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup Label="ProjectConfigurations"> + <ProjectConfiguration Include="Debug|ARM"> + <Configuration>Debug</Configuration> + <Platform>ARM</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|ARM"> + <Configuration>Release</Configuration> + <Platform>ARM</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Debug|ARM64"> + <Configuration>Debug</Configuration> + <Platform>ARM64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|ARM64"> + <Configuration>Release</Configuration> + <Platform>ARM64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Debug|x64"> + <Configuration>Debug</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|x64"> + <Configuration>Release</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Debug|x86"> + <Configuration>Debug</Configuration> + <Platform>x86</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|x86"> + <Configuration>Release</Configuration> + <Platform>x86</Platform> + </ProjectConfiguration> + </ItemGroup> + <PropertyGroup Label="Globals"> + <RootNamespace>raylib_android</RootNamespace> + <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion> + <ProjectVersion>1.0</ProjectVersion> + <ProjectGuid>{b2231f0d-52da-4c55-8998-5886f766553c}</ProjectGuid> + </PropertyGroup> + <Import Project="$(AndroidTargetsPath)\Android.Default.props" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> + <UseDebugLibraries>true</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> + <UseDebugLibraries>false</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> + <UseDebugLibraries>true</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> + <UseDebugLibraries>false</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> + <UseDebugLibraries>true</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> + <UseDebugLibraries>false</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" Label="Configuration"> + <UseDebugLibraries>true</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" Label="Configuration"> + <UseDebugLibraries>false</UseDebugLibraries> + <ConfigurationType>Application</ConfigurationType> + </PropertyGroup> + <Import Project="$(AndroidTargetsPath)\Android.props" /> + <ImportGroup Label="ExtensionSettings" /> + <ImportGroup Label="Shared" /> + <PropertyGroup Label="UserMacros" /> + <PropertyGroup /> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'"> + <AntPackage> + <AndroidAppLibName>$(RootNamespace)</AndroidAppLibName> + </AntPackage> + </ItemDefinitionGroup> + <ItemGroup> + <Content Include="res\values\strings.xml" /> + <AntBuildXml Include="build.xml" /> + <AndroidManifest Include="AndroidManifest.xml" /> + <AntProjectPropertiesFile Include="project.properties" /> + </ItemGroup> + <ItemGroup> + <ProjectReference Include="..\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj"> + <Project>{bfb31759-4fca-4503-bc7c-a97f705efdb2}</Project> + </ProjectReference> + </ItemGroup> + <Import Project="$(AndroidTargetsPath)\Android.targets" /> + <ImportGroup Label="ExtensionTargets" /> +</Project>
\ No newline at end of file diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/res/values/strings.xml b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/res/values/strings.xml new file mode 100644 index 0000000..cf004a7 --- /dev/null +++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/res/values/strings.xml @@ -0,0 +1,4 @@ +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="app_name">raylib_android.Packaging</string> +</resources> diff --git a/deps/raylib/projects/VS2022/examples/audio_mixed_processor.vcxproj b/deps/raylib/projects/VS2022/examples/audio_mixed_processor.vcxproj new file mode 100644 index 0000000..26eb504 --- /dev/null +++ b/deps/raylib/projects/VS2022/examples/audio_mixed_processor.vcxproj @@ -0,0 +1,390 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup 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"examples\core_world_screen.vcxproj", "{79417CE2-FEEB-42F0-BC53-62D5267B19B1}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation", "examples\models_animation.vcxproj", "{AFDDE100-2D36-4749-817D-12E54C56312F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_billboard", "examples\models_billboard.vcxproj", "{B7812167-50FB-4934-996F-DF6FE4CBBFDF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_box_collisions", "examples\models_box_collisions.vcxproj", "{39DB56C7-05F8-492C-A8D4-F19E40FECB59}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_cubicmap", "examples\models_cubicmap.vcxproj", "{82F3D34B-8DB2-4C6A-98B1-132245DD9D99}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "core", "core", "{6C82BAAE-BDDF-457D-8FA8-7E2490B07035}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "audio", "audio", "{CC132A4D-D081-4C26-BFB9-AB11984054F8}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "models", "models", "{AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "textures", "textures", "{DA049009-21FF-4AC0-84E4-830DD1BCD0CE}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "shapes", "shapes", "{278D8859-20B1-428F-8448-064F46E1F021}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "shaders", "shaders", "{5317807F-61D4-4E0F-B6DC-2D9F12621ED9}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_first_person_maze", "examples\models_first_person_maze.vcxproj", "{CBD6C0F8-8200-4E9A-9D7C-6505A2AA4A62}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_geometric_shapes", "examples\models_geometric_shapes.vcxproj", "{14BA7F98-02CC-4648-9236-676BFF9458AF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap", "examples\models_heightmap.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading", "examples\models_loading.vcxproj", "{F3412853-2B6A-4334-8CF2-B796CDAE0850}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_mesh_generation", "examples\models_mesh_generation.vcxproj", "{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_mesh_picking", "examples\models_mesh_picking.vcxproj", "{D03F2C82-9553-4AFA-8F49-9234009122B6}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_orthographic_projection", "examples\models_orthographic_projection.vcxproj", "{FE232CA5-6C0D-4ADF-9A21-775D4DC048D3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_rlgl_solar_system", "examples\models_rlgl_solar_system.vcxproj", "{A53CCF42-A972-478F-9336-0F618B3EC06A}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_skybox", "examples\models_skybox.vcxproj", "{0037A3CD-4F50-48B2-9AC3-5A0D1D16D2CA}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_waving_cubes", "examples\models_waving_cubes.vcxproj", "{870723DD-945A-4136-B65B-4AF3BF85369C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_yaw_pitch_roll", "examples\models_yaw_pitch_roll.vcxproj", "{EA6488AD-445B-4835-87FB-EBC9E2EDAF97}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_to_image", "examples\textures_to_image.vcxproj", "{E07B6DBE-3358-4BA0-AABF-CDD8F96AECF0}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_sprite_explosion", "examples\textures_sprite_explosion.vcxproj", "{472BCBDC-62E0-441D-B2FD-0EE0FC6CEEB4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_sprite_button", "examples\textures_sprite_button.vcxproj", "{589C8E9B-0BB3-4D6D-A70C-0A28E469F20E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_raw_data", "examples\textures_raw_data.vcxproj", "{3AD868E6-8355-4F29-B5ED-7DE94AD786E7}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_particles_blending", "examples\textures_particles_blending.vcxproj", "{2B78CF0A-5403-45E2-99BD-493F1679BCDB}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_npatch_drawing", "examples\textures_npatch_drawing.vcxproj", "{0AB968E0-E993-45CE-8875-7453C96DF583}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_mouse_painting", "examples\textures_mouse_painting.vcxproj", "{25923141-9859-4AFE-8168-0DF78322FC63}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_logo_raylib", "examples\textures_logo_raylib.vcxproj", "{7E855020-7FA4-482D-B510-2E709354FE8B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_image_text", "examples\textures_image_text.vcxproj", "{9782E0C8-2BD3-4F67-B420-21CF19CA2435}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_image_processing", "examples\textures_image_processing.vcxproj", "{9F4135E3-9814-452C-9B35-0EFBCD792B49}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_image_loading", "examples\textures_image_loading.vcxproj", "{C45343E6-DAB6-4F3A-A00A-8BED71A098BE}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_image_generation", "examples\textures_image_generation.vcxproj", "{B19DD336-538E-4091-A559-EAA717FEC899}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_draw_tiled", "examples\textures_draw_tiled.vcxproj", "{0BF60202-43F7-48E9-8717-D31E56FA5BE0}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_bunnymark", "examples\textures_bunnymark.vcxproj", "{4E863E5B-0B95-43BE-8D4F-B9EB6C394FEC}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_blend_modes", "examples\textures_blend_modes.vcxproj", "{6D75CD88-1A03-4955-B8C7-ACFC3742154F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_background_scrolling", "examples\textures_background_scrolling.vcxproj", "{8DD0EB7E-668E-452D-91D7-906C64A9C8AC}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "text", "text", "{8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "other", "other", "{E9D708A5-9C1F-4B84-A795-C5F191801762}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_writing_anim", "examples\text_writing_anim.vcxproj", "{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_unicode", "examples\text_unicode.vcxproj", "{1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_rectangle_bounds", "examples\text_rectangle_bounds.vcxproj", "{25BCB876-B60A-499B-9046-E9801CFD7780}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_raylib_fonts", "examples\text_raylib_fonts.vcxproj", "{56FB0A45-145F-4EAE-B2C8-E5833E682D8F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_input_box", "examples\text_input_box.vcxproj", "{2BB0C1D4-9298-45AC-B244-67A99769A292}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_format_text", "examples\text_format_text.vcxproj", "{99A40FC5-9DB0-4B80-8D97-867EF00FA2CB}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_spritefont", "examples\text_font_spritefont.vcxproj", "{81064BCE-EEC1-43B0-9912-F05F2B54B11A}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_sdf", "examples\text_font_sdf.vcxproj", "{31B41997-3890-45E3-93FE-C57B363E9C0D}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_loading", "examples\text_font_loading.vcxproj", "{D550AB93-DF31-4B76-873F-F075018352F4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_filters", "examples\text_font_filters.vcxproj", "{8CF3F7BA-4C99-43EB-B4F1-7CA346817D0A}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_scaling", "examples\shapes_rectangle_scaling.vcxproj", "{F90FCDC5-EE14-4B89-96DB-4392E28F34AF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_logo_raylib_anim", "examples\shapes_logo_raylib_anim.vcxproj", "{93A864C9-93B7-4E5C-ACE7-E8FC5F9EFF79}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_logo_raylib", "examples\shapes_logo_raylib.vcxproj", "{56E68E37-B3FC-4799-91AF-0CA10B6D55A5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_lines_bezier", "examples\shapes_lines_bezier.vcxproj", "{03E7018C-44A2-4C46-9CE7-F2A135A2692B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_following_eyes", "examples\shapes_following_eyes.vcxproj", "{F3F6FE4D-9D9E-451A-B0BA-81456104B672}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_basic_shapes", "examples\shapes_basic_shapes.vcxproj", "{C27794B5-1293-4EA7-BC0E-0F18E6325539}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_bouncing_ball", "examples\shapes_bouncing_ball.vcxproj", "{02F41059-12A2-4A96-8D77-07EFE4B108FD}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_collision_area", "examples\shapes_collision_area.vcxproj", "{B774E0B9-9514-4E88-975F-4EB6C3B8D519}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_colors_palette", "examples\shapes_colors_palette.vcxproj", "{D91367C2-2189-4859-A7FE-D2CAB84FA15C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_circle_sector", "examples\shapes_draw_circle_sector.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_rectangle_rounded", "examples\shapes_draw_rectangle_rounded.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_ring", "examples\shapes_draw_ring.vcxproj", "{C4416DA1-9E62-46BA-9CD3-F8963C79E1A1}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball_anim", "examples\shapes_easings_ball_anim.vcxproj", "{1C49E35A-2838-49D9-9D5F-4B8134960EF6}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box_anim", "examples\shapes_easings_box_anim.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangle_array", "examples\shapes_easings_rectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_lighting", "examples\shaders_basic_lighting.vcxproj", "{A6B2A11B-0669-4AF5-A025-8DD02DBBE5EA}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_custom_uniform", "examples\shaders_custom_uniform.vcxproj", "{B176BB4A-CA31-4E2A-B790-3EA0ED2EE870}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes", "examples\shaders_eratosthenes.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog", "examples\shaders_fog.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hot_reloading", "examples\shaders_hot_reloading.vcxproj", "{CF3755C4-937D-4ABF-B7B3-95140808717F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_julia_set", "examples\shaders_julia_set.vcxproj", "{D34939FE-8873-4C53-8D6C-74DED78EA3C4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_model_shader", "examples\shaders_model_shader.vcxproj", "{D408A730-363A-4ABF-BCEF-5D63DCC66042}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_multi_sample2d", "examples\shaders_multi_sample2d.vcxproj", "{F532AFBC-9E62-4A89-BB99-1044E4B2D8ED}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_palette_switch", "examples\shaders_palette_switch.vcxproj", "{52FB7463-C128-42AF-A02F-78F48473EA9A}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_postprocessing", "examples\shaders_postprocessing.vcxproj", "{7381D91E-5C72-48F0-AAB4-95C9B10D7484}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching", "examples\shaders_raymarching.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mesh_instancing", "examples\shaders_mesh_instancing.vcxproj", "{274C0319-7E1E-4188-936B-8DF3331230B3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shapes_textures", "examples\shaders_shapes_textures.vcxproj", "{41BBCC10-CFDE-48A1-B2E0-A0EC6A668629}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_simple_mask", "examples\shaders_simple_mask.vcxproj", "{600C3D4F-0670-4DB4-B30F-520A729053B5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight", "examples\shaders_spotlight.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_drawing", "examples\shaders_texture_drawing.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_waves", "examples\shaders_texture_waves.vcxproj", "{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "embedded_files_loading", "examples\embedded_files_loading.vcxproj", "{FDE6080B-E203-4066-910D-AD0302566008}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "easings_testbed", "examples\easings_testbed.vcxproj", "{E1B6D565-9D7C-46B7-9202-ECF54974DE50}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_standalone", "examples\rlgl_standalone.vcxproj", "{C8765523-58F8-4C8E-9914-693396F6F0FF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_vox", "examples\models_loading_vox.vcxproj", "{2F1B955B-275E-4D8E-8864-06FEC44D7912}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_gltf", "examples\models_loading_gltf.vcxproj", "{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_codepoints_loading", "examples\text_codepoints_loading.vcxproj", "{F2DB2E59-76BF-4D81-859A-AFC289C046C0}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_should_close", "examples\core_window_should_close.vcxproj", "{3FE7E9B6-49AC-4246-A789-28DB4644567B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_fog_of_war", "examples\textures_fog_of_war.vcxproj", "{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_gif_player", "examples\textures_gif_player.vcxproj", "{191A5289-BA65-4638-A215-C521F0187313}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_2d_camera_mouse_zoom", "examples\core_2d_camera_mouse_zoom.vcxproj", "{3CFF7AB8-32CB-4D6D-9FED-53DBEF277359}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_screen_manager", "examples\core_basic_screen_manager.vcxproj", "{8B1AF423-00F1-4924-AC54-F77D402D2AC9}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_custom_frame_control", "examples\core_custom_frame_control.vcxproj", "{658A1B85-554E-4A5D-973A-FFE592CDD5F2}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_compute_shaders", "examples\rlgl_compute_shaders.vcxproj", "{07CA51AD-72AE-46A2-AAED-DC3E3F807976}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_draw_3d", "examples\text_draw_3d.vcxproj", "{27B110CC-43C0-400A-89D9-245E681647D7}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_polygon", "examples\textures_polygon.vcxproj", "{1DE84812-E143-4C4B-A61D-9267AAD55401}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_stream_effects", "examples\audio_stream_effects.vcxproj", "{4A87569C-4BD3-4113-B4B9-573D65B3D3F8}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "examples\textures_textured_curve.vcxproj", "{769FF0C1-4424-4FA3-BC44-D7A7DA312A06}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_multi", "examples\audio_sound_multi.vcxproj", "{F81C5819-85B4-4D2E-B6DC-104A7634461B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_2d_camera_split_screen", "examples\core_2d_camera_split_screen.vcxproj", "{CC62F7DB-D089-4677-8575-CAB7A7815C43}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_automation_events", "examples\core_automation_events.vcxproj", "{7AF97D44-707E-48DC-81CB-C9D8D7C9ED26}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_mixed_processor", "examples\audio_mixed_processor.vcxproj", "{A4B0D971-3CD6-41C9-8AB2-055D25A33373}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gamepad_info", "examples\core_input_gamepad_info.vcxproj", "{27AA7BDA-0C34-4733-9009-73D3E64234FB}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "examples\core_input_mouse_wheel.vcxproj", "{15CDD310-6980-42A6-8082-3A6B7730D13F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_draw_cube_texture", "examples\models_draw_cube_texture.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_render", "examples\shaders_deferred_render.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", "examples\shaders_texture_outline.vcxproj", "{A546E75A-5242-46E6-9A9E-6C91554EAB84}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_tiling", "examples\shaders_texture_tiling.vcxproj", "{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_splines_drawing", "examples\shapes_splines_drawing.vcxproj", "{DF25E545-00FF-4E64-844C-7DF98991F901}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "examples\shapes_top_down_lights.vcxproj", "{703BE7BA-5B99-4F70-806D-3A259F6A991E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced", "examples\shapes_rectangle_advanced.vcxproj", "{FAFEE2F9-24B0-4AF1-B512-433E9590033F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" +EndProject 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{0981CA28-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.ActiveCfg = Release|Win32 + {0981CA28-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {0981CA98-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {C25D2CC6-80CA-4C8A-BE3B-2E0F4EA5D0CC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {103B292B-049B-4B15-85A1-9F902840DB2C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {0C2D2F82-AE67-400C-B19C-8C9B957B132A} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {E6784F91-4E4E-4956-A079-73FAB1AC7BE6} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {BFB22AB2-041B-4A1B-80C0-1D4BE410C8A9} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {93A1F656-0D29-4C5E-B140-11F23FF5D6AB} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {F81C5819-85B6-4D2E-B6DC-104A7634461B} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {66CC5B13-881A-412F-8C51-746622A91C5A} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {CB75B7C9-4E00-43B8-B2A9-9ACB4FC40F9B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {557138B0-7BE2-4392-B2E2-B45734031A62} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {9EED87BB-527F-4D05-9384-6D16CFD627A8} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {6D1CA2F1-7FCA-4249-9220-075C2DF4F965} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {946A1700-C7AA-46F0-AEF2-67C98B5722AC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {FD193822-3D5C-4161-A147-884C2ABDE483} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {20AD0AC9-9159-4744-99CC-6AC5779D6B87} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {0199E349-0701-40BC-8A7F-06A54FFA3E7C} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {8F19E3DA-8929-4000-87B5-3CA6929636CC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {51A00565-5787-4911-9CC0-28403AA4909D} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {92B64AE7-D773-4F05-89F1-CE59BBF4F053} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {A2BA5E5C-FDB9-4939-B0B5-2B753A5E33D3} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {A643BB06-735D-47F3-BFE7-B6D3C36F7097} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {F026020F-7B00-40C8-91C3-5DE85EC45A95} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {B332DCA8-3599-4A99-917A-82261BDC27AC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {59089B0C-AAB4-4532-B294-44DEAE7178B7} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {C298876B-6C12-4EA4-903B-33450BCD9884} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {83F586FA-C801-4979-ACCA-006BD628CC88} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {86CBE96B-F5FE-483C-BA4A-DC9B1D43AF22} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {FF2970AE-E2E9-405F-B321-D523A1BD44A0} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {79417CE2-FEEB-42F0-BC53-62D5267B19B1} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {AFDDE100-2D36-4749-817D-12E54C56312F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {B7812167-50FB-4934-996F-DF6FE4CBBFDF} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {39DB56C7-05F8-492C-A8D4-F19E40FECB59} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {82F3D34B-8DB2-4C6A-98B1-132245DD9D99} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {CC132A4D-D081-4C26-BFB9-AB11984054F8} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {278D8859-20B1-428F-8448-064F46E1F021} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {CBD6C0F8-8200-4E9A-9D7C-6505A2AA4A62} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {14BA7F98-02CC-4648-9236-676BFF9458AF} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {0859A973-E4FE-4688-8D16-0253163FDE24} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {F3412853-2B6A-4334-8CF2-B796CDAE0850} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {BE097E8F-B6F3-45DC-8A27-E0EBC31AB912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {D03F2C82-9553-4AFA-8F49-9234009122B6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {FE232CA5-6C0D-4ADF-9A21-775D4DC048D3} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {A53CCF42-A972-478F-9336-0F618B3EC06A} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {0037A3CD-4F50-48B2-9AC3-5A0D1D16D2CA} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {870723DD-945A-4136-B65B-4AF3BF85369C} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {EA6488AD-445B-4835-87FB-EBC9E2EDAF97} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {E07B6DBE-3358-4BA0-AABF-CDD8F96AECF0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {472BCBDC-62E0-441D-B2FD-0EE0FC6CEEB4} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {589C8E9B-0BB3-4D6D-A70C-0A28E469F20E} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {3AD868E6-8355-4F29-B5ED-7DE94AD786E7} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {2B78CF0A-5403-45E2-99BD-493F1679BCDB} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {0AB968E0-E993-45CE-8875-7453C96DF583} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {25923141-9859-4AFE-8168-0DF78322FC63} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {7E855020-7FA4-482D-B510-2E709354FE8B} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {9782E0C8-2BD3-4F67-B420-21CF19CA2435} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {9F4135E3-9814-452C-9B35-0EFBCD792B49} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {C45343E6-DAB6-4F3A-A00A-8BED71A098BE} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {B19DD336-538E-4091-A559-EAA717FEC899} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {0BF60202-43F7-48E9-8717-D31E56FA5BE0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {4E863E5B-0B95-43BE-8D4F-B9EB6C394FEC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {6D75CD88-1A03-4955-B8C7-ACFC3742154F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {8DD0EB7E-668E-452D-91D7-906C64A9C8AC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {25BCB876-B60A-499B-9046-E9801CFD7780} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {56FB0A45-145F-4EAE-B2C8-E5833E682D8F} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {2BB0C1D4-9298-45AC-B244-67A99769A292} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {99A40FC5-9DB0-4B80-8D97-867EF00FA2CB} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {81064BCE-EEC1-43B0-9912-F05F2B54B11A} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {31B41997-3890-45E3-93FE-C57B363E9C0D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {D550AB93-DF31-4B76-873F-F075018352F4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {8CF3F7BA-4C99-43EB-B4F1-7CA346817D0A} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {F90FCDC5-EE14-4B89-96DB-4392E28F34AF} = {278D8859-20B1-428F-8448-064F46E1F021} + {93A864C9-93B7-4E5C-ACE7-E8FC5F9EFF79} = {278D8859-20B1-428F-8448-064F46E1F021} + {56E68E37-B3FC-4799-91AF-0CA10B6D55A5} = {278D8859-20B1-428F-8448-064F46E1F021} + {03E7018C-44A2-4C46-9CE7-F2A135A2692B} = {278D8859-20B1-428F-8448-064F46E1F021} + {F3F6FE4D-9D9E-451A-B0BA-81456104B672} = {278D8859-20B1-428F-8448-064F46E1F021} + {C27794B5-1293-4EA7-BC0E-0F18E6325539} = {278D8859-20B1-428F-8448-064F46E1F021} + {02F41059-12A2-4A96-8D77-07EFE4B108FD} = {278D8859-20B1-428F-8448-064F46E1F021} + {B774E0B9-9514-4E88-975F-4EB6C3B8D519} = {278D8859-20B1-428F-8448-064F46E1F021} + {D91367C2-2189-4859-A7FE-D2CAB84FA15C} = {278D8859-20B1-428F-8448-064F46E1F021} + {33459B4E-1839-4856-BF6B-22480D11FE31} = {278D8859-20B1-428F-8448-064F46E1F021} + {48871156-181A-475A-BD8D-200086A09675} = {278D8859-20B1-428F-8448-064F46E1F021} + {C4416DA1-9E62-46BA-9CD3-F8963C79E1A1} = {278D8859-20B1-428F-8448-064F46E1F021} + {1C49E35A-2838-49D9-9D5F-4B8134960EF6} = {278D8859-20B1-428F-8448-064F46E1F021} + {F91142E2-A999-47F0-9E74-38C1E2930EBE} = {278D8859-20B1-428F-8448-064F46E1F021} + {1EDD4BCF-345C-4065-8CBD-7285224293C3} = {278D8859-20B1-428F-8448-064F46E1F021} + {A6B2A11B-0669-4AF5-A025-8DD02DBBE5EA} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {B176BB4A-CA31-4E2A-B790-3EA0ED2EE870} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {D08AA2A0-2F94-4BF5-B42D-E92450F03FD1} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {CF3755C4-937D-4ABF-B7B3-95140808717F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {D34939FE-8873-4C53-8D6C-74DED78EA3C4} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {D408A730-363A-4ABF-BCEF-5D63DCC66042} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {F532AFBC-9E62-4A89-BB99-1044E4B2D8ED} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {52FB7463-C128-42AF-A02F-78F48473EA9A} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {7381D91E-5C72-48F0-AAB4-95C9B10D7484} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {D36EC43E-B31F-4CF4-8285-93A7A9D90189} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {274C0319-7E1E-4188-936B-8DF3331230B3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {41BBCC10-CFDE-48A1-B2E0-A0EC6A668629} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {600C3D4F-0670-4DB4-B30F-520A729053B5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {291B4975-8EFF-4C7C-8AF3-44A77B8491B8} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {FDE6080B-E203-4066-910D-AD0302566008} = {E9D708A5-9C1F-4B84-A795-C5F191801762} + {E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762} + {C8765523-58F8-4C8E-9914-693396F6F0FF} = {E9D708A5-9C1F-4B84-A795-C5F191801762} + {2F1B955B-275E-4D8E-8864-06FEC44D7912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {3FE7E9B6-49AC-4246-A789-28DB4644567B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {191A5289-BA65-4638-A215-C521F0187313} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {3CFF7AB8-32CB-4D6D-9FED-53DBEF277359} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {8B1AF423-00F1-4924-AC54-F77D402D2AC9} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {658A1B85-554E-4A5D-973A-FFE592CDD5F2} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {07CA51AD-72AE-46A2-AAED-DC3E3F807976} = {E9D708A5-9C1F-4B84-A795-C5F191801762} + {27B110CC-43C0-400A-89D9-245E681647D7} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} + {1DE84812-E143-4C4B-A61D-9267AAD55401} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {4A87569C-4BD3-4113-B4B9-573D65B3D3F8} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {769FF0C1-4424-4FA3-BC44-D7A7DA312A06} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} + {6D9E00D8-2893-45E4-9363-3F7F61D416BD} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {70B35F59-AFC2-4D8F-8833-5314D2047A81} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {3755E9F4-CB48-4EC3-B561-3B85964EBDEF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {F81C5819-85B4-4D2E-B6DC-104A7634461B} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {CC62F7DB-D089-4677-8575-CAB7A7815C43} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {7AF97D44-707E-48DC-81CB-C9D8D7C9ED26} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {A4B0D971-3CD6-41C9-8AB2-055D25A33373} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} + {27AA7BDA-0C34-4733-9009-73D3E64234FB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {15CDD310-6980-42A6-8082-3A6B7730D13F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {71DB4284-5B1C-4E86-9AF5-B91542D44A6F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {4B39E5FC-0A96-4057-9AA5-8D5A52880DA7} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {88DE5AD6-0074-4A5A-BE22-C840153E35D5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {A546E75A-5242-46E6-9A9E-6C91554EAB84} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {EFA150D4-F93B-4D7D-A69C-9E8B4663BECD} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {DF25E545-00FF-4E64-844C-7DF98991F901} = {278D8859-20B1-428F-8448-064F46E1F021} + {703BE7BA-5B99-4F70-806D-3A259F6A991E} = {278D8859-20B1-428F-8448-064F46E1F021} + {FAFEE2F9-24B0-4AF1-B512-433E9590033F} = {278D8859-20B1-428F-8448-064F46E1F021} + {8245DAD9-D402-4D5C-8F45-32229CD3B263} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {41BBCC10-6FDE-48A1-B2E0-A0EC6A668629} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} + EndGlobalSection +EndGlobal diff --git a/deps/raylib/projects/VS2022/raylib/raylib.vcxproj 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\ No newline at end of file diff --git a/deps/raylib/projects/VSCode/Makefile b/deps/raylib/projects/VSCode/Makefile new file mode 100644 index 0000000..72b850d --- /dev/null +++ b/deps/raylib/projects/VSCode/Makefile @@ -0,0 +1,405 @@ +#************************************************************************************************** +# +# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 +# +# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +.PHONY: all clean + +# Define required raylib variables +PROJECT_NAME ?= game +RAYLIB_VERSION ?= 5.1-dev +RAYLIB_PATH ?= ..\.. + +# Define compiler path on Windows +COMPILER_PATH ?= C:/raylib/w64devkit/bin + +# Define default options +# One of PLATFORM_DESKTOP, PLATFORM_ANDROID, PLATFORM_WEB +PLATFORM ?= PLATFORM_DESKTOP + +# Locations of your newly installed library and associated headers. See ../src/Makefile +# On Linux, if you have installed raylib but cannot compile the examples, check that +# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations. +# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED. +# To enable compile-time linking to a special version of libraylib.so, change these variables here. +# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below. +# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime, +# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH. +# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths. +DESTDIR ?= /usr/local +RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib +# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files. +RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include + +# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Build mode for project: DEBUG or RELEASE +BUILD_MODE ?= RELEASE + +# Use external GLFW library instead of rglfw module +# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3 +USE_EXTERNAL_GLFW ?= FALSE + +# Use Wayland display server protocol on Linux desktop +# by default it uses X11 windowing system +USE_WAYLAND_DISPLAY ?= FALSE + +# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! + # ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + export PATH := $(COMPILER_PATH):$(PATH) + else + UNAMEOS=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + endif + ifeq ($(UNAMEOS),FreeBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),OpenBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),NetBSD) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),DragonFly) + PLATFORM_OS=BSD + endif + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + UNAMEOS=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + endif +endif + +# RAYLIB_PATH adjustment for different platforms. +# If using GNU make, we can get the full path to the top of the tree. Windows? BSD? +# Required for ldconfig or other tools that do not perform path expansion. +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + RAYLIB_PREFIX ?= .. + RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) + endif +endif +# Default path for raylib on Raspberry Pi, if installed in different path, update it! +# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki. +# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX. +ifeq ($(PLATFORM),PLATFORM_RPI) + RAYLIB_PATH ?= /home/pi/raylib +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + # Emscripten required variables + EMSDK_PATH ?= C:/raylib/emsdk + EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten + CLANG_PATH = $(EMSDK_PATH)/upstream/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin + export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) +endif + +# Define raylib release directory for compiled library. +# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version +RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src + +# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries +# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH +# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux +# without formal installation from ../src/Makefile. It aids portability and is useful if you have +# multiple versions of raylib, have raylib installed to a non-standard location, or want to +# bundle libraylib.so with your game. Change it to your liking. +# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, +# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH, +# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH) +# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute. +# To see which libraries a built example is linking to, ldd core/core_basic_window; +# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing. +EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH) + +# Define default C compiler: gcc +# NOTE: define g++ compiler if using C++ +CC = gcc + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + # OSX default compiler + CC = clang + endif + ifeq ($(PLATFORM_OS),BSD) + # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler + CC = clang + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) + # Define RPI cross-compiler + #CC = armv6j-hardfloat-linux-gnueabi-gcc + CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc + endif +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # HTML5 emscripten compiler + # WARNING: To compile to HTML5, code must be redesigned + # to use emscripten.h and emscripten_set_main_loop() + CC = emcc +endif + +# Define default make program: Mingw32-make +MAKE = mingw32-make + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + MAKE = make + endif + ifeq ($(PLATFORM_OS),OSX) + MAKE = make + endif +endif + +# Define compiler flags: +# -O0 defines optimization level (no optimization, better for debugging) +# -O1 defines optimization level +# -g include debug information on compilation +# -s strip unnecessary data from build -> do not use in debug builds +# -Wall turns on most, but not all, compiler warnings +# -std=c99 defines C language mode (standard C from 1999 revision) +# -std=gnu99 defines C language mode (GNU C from 1999 revision) +# -Wno-missing-braces ignore invalid warning (GCC bug 53119) +# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec +CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces + +ifeq ($(BUILD_MODE),DEBUG) + CFLAGS += -g -O0 +else + CFLAGS += -s -O1 +endif + +# Additional flags for compiler (if desired) +#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # resource file contains windows executable icon and properties + # -Wl,--subsystem,windows hides the console window + CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows + endif + ifeq ($(PLATFORM_OS),LINUX) + ifeq ($(RAYLIB_LIBTYPE),STATIC) + CFLAGS += -D_DEFAULT_SOURCE + endif + ifeq ($(RAYLIB_LIBTYPE),SHARED) + # Explicitly enable runtime link to libraylib.so + CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH) + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS += -std=gnu99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # -Os # size optimization + # -O2 # optimization level 2, if used, also set --memory-init-file 0 + # -s USE_GLFW=3 # Use glfw3 library (context/input management) + # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) + # -s USE_PTHREADS=1 # multithreading support + # -s WASM=0 # disable Web Assembly, emitted by default + # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow) + # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter + # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # --profiling # include information for code profiling + # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) + # --preload-file resources # specify a resources folder for data compilation + CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources + ifeq ($(BUILD_MODE), DEBUG) + CFLAGS += -s ASSERTIONS=1 --profiling + endif + + # Define a custom shell .html and output extension + CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html + EXT = .html +endif + +# Define include paths for required headers +# NOTE: Several external required libraries (stb and others) +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external + +# Define additional directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + # RPI required libraries + INCLUDE_PATHS += -I/opt/vc/include + INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux + INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads +endif +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),BSD) + # Consider -L$(RAYLIB_H_INSTALL_PATH) + INCLUDE_PATHS += -I/usr/local/include + endif + ifeq ($(PLATFORM_OS),LINUX) + # Reset everything. + # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include + INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external + endif +endif + +# Define library paths containing required libs. +LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),BSD) + # Consider -L$(RAYLIB_INSTALL_PATH) + LDFLAGS += -L. -Lsrc -L/usr/local/lib + endif + ifeq ($(PLATFORM_OS),LINUX) + # Reset everything. + # Precedence: immediately local, installed version, raysan5 provided libs + LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) + endif +endif + +ifeq ($(PLATFORM),PLATFORM_RPI) + LDFLAGS += -L/opt/vc/lib +endif + +# Define any libraries required on linking +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + # NOTE: WinMM library required to set high-res timer resolution + LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt + + # On X11 requires also below libraries + LDLIBS += -lX11 + # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them + #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + + # On Wayland windowing system, additional libraries requires + ifeq ($(USE_WAYLAND_DISPLAY),TRUE) + LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon + endif + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + endif + ifeq ($(PLATFORM_OS),OSX) + # Libraries for OSX 10.9 desktop compiling + # NOTE: Required packages: libopenal-dev libegl1-mesa-dev + LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa -framework IOKit + endif + ifeq ($(PLATFORM_OS),BSD) + # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling + # NOTE: Required packages: mesa-libs + LDLIBS = -lraylib -lGL -lpthread -lm + + # On XWindow requires also below libraries + LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + endif + ifeq ($(USE_EXTERNAL_GLFW),TRUE) + # NOTE: It could require additional packages installed: libglfw3-dev + LDLIBS += -lglfw + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # Libraries for Raspberry Pi compiling + # NOTE: Required packages: libasound2-dev (ALSA) + LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # Libraries for web (HTML5) compiling + LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a +endif + +# Define a recursive wildcard function +rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d)) + +# Define all source files required +SRC_DIR = src +OBJ_DIR = obj + +# Define all object files from source files +SRC = $(call rwildcard, ./, *.c, *.h) +#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o) +OBJS = $(patsubst %.c,%.o,$(filter %.c,$(SRC))) + +# For Android platform we call a custom Makefile.Android +ifeq ($(PLATFORM),PLATFORM_ANDROID) + MAKEFILE_PARAMS = -f Makefile.Android + export PROJECT_NAME + export SRC_DIR +else + MAKEFILE_PARAMS = $(PROJECT_NAME) +endif + +# Default target entry +# NOTE: We call this Makefile target or Makefile.Android target +all: + $(MAKE) $(MAKEFILE_PARAMS) + +# Project target defined by PROJECT_NAME +$(PROJECT_NAME): $(OBJS) + $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +# Compile source files +# NOTE: This pattern will compile every module defined on $(OBJS) +#%.o: %.c +$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) + +# Clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + del *.o *.exe /s + endif + ifeq ($(PLATFORM_OS),LINUX) + find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv + endif + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -fv *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + diff --git a/deps/raylib/projects/VSCode/Makefile.Android b/deps/raylib/projects/VSCode/Makefile.Android new file mode 100644 index 0000000..7e41ea5 --- /dev/null +++ b/deps/raylib/projects/VSCode/Makefile.Android @@ -0,0 +1,300 @@ +#************************************************************************************************** +# +# raylib makefile for Android project (APK building) +# +# Copyright (c) 2017 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# Define required raylib variables +PLATFORM ?= PLATFORM_ANDROID +RAYLIB_PATH ?= ..\.. + +# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version +ANDROID_ARCH ?= ARM +ANDROID_API_VERSION = 21 +ifeq ($(ANDROID_ARCH),ARM) + ANDROID_ARCH_NAME = armeabi-v7a +endif +ifeq ($(ANDROID_ARCH),ARM64) + ANDROID_ARCH_NAME = arm64-v8a +endif + +# Required path variables +# NOTE: JAVA_HOME must be set to JDK +JAVA_HOME ?= C:/JavaJDK +ANDROID_HOME = C:/android-sdk +ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION) +ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1 +ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools + +# Android project configuration variables +PROJECT_NAME ?= raylib_game +PROJECT_LIBRARY_NAME ?= main +PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +PROJECT_RESOURCES_PATH ?= resources +PROJECT_SOURCE_FILES ?= raylib_game.c + +# Some source files are placed in directories, when compiling to some +# output directory other than source, that directory must pre-exist. +# Here we get a list of required folders that need to be created on +# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. +PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) + +# Android app configuration variables +APP_LABEL_NAME ?= rGame +APP_COMPANY_NAME ?= raylib +APP_PRODUCT_NAME ?= rgame +APP_VERSION_CODE ?= 1 +APP_VERSION_NAME ?= 1.0 +APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png +APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png +APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png +APP_SCREEN_ORIENTATION ?= landscape +APP_KEYSTORE_PASS ?= raylib + +# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Library path for libraylib.a/libraylib.so +RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src + +# Shared libs must be added to APK if required +# NOTE: Generated NativeLoader.java automatically load those libraries +ifeq ($(RAYLIB_LIBTYPE),SHARED) + PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so +endif + +# Compiler and archiver +# NOTE: GCC is being deprecated in Android NDK r16 +ifeq ($(ANDROID_ARCH),ARM) + CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang + AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar +endif +ifeq ($(ANDROID_ARCH),ARM64) + CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang + AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar +endif + +# Compiler flags for arquitecture +ifeq ($(ANDROID_ARCH),ARM) + CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 +endif +ifeq ($(ANDROID_ARCH),ARM64) + CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 +endif +# Compilation functions attributes options +CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC +# Compiler options for the linker +CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes +# Preprocessor macro definitions +CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) + +# Paths containing required header files +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue + +# Linker options +LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a +LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings +# Force linking of library module to define symbol +LDFLAGS += -u ANativeActivity_onCreate +# Library paths containing required libs +LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib + +# Define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl + +# Generate target objects list from PROJECT_SOURCE_FILES +OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) + +# Android APK building process... some steps required... +# NOTE: typing 'make' will invoke the default target entry called 'all', +all: create_temp_project_dirs \ + copy_project_required_libs \ + copy_project_resources \ + generate_loader_script \ + generate_android_manifest \ + generate_apk_keystore \ + config_project_package \ + compile_project_code \ + compile_project_class \ + compile_project_class_dex \ + create_project_apk_package \ + sign_project_apk_package \ + zipalign_project_apk_package + +# Create required temp directories for APK building +create_temp_project_dirs: + if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) + if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj + if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src + if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com + if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) + if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) + if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib + if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) + if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin + if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res + if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi + if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi + if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi + if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values + if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets + if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) + if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens + $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) + +define create_dir + if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) +endef + +# Copy required shared libs for integration into APK +# NOTE: If using shared libs they are loaded by generated NativeLoader.java +copy_project_required_libs: +ifeq ($(RAYLIB_LIBTYPE),SHARED) + copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so +endif +ifeq ($(RAYLIB_LIBTYPE),STATIC) + copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a +endif + +# Copy project required resources: strings.xml, icon.png, assets +# NOTE: Required strings.xml is generated and game resources are copied to assets folder +# TODO: Review xcopy usage, it can not be found in some systems! +copy_project_resources: + copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y + copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y + copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y + @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml + @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml + if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F + +# Generate NativeLoader.java to load required shared libraries +# NOTE: Probably not the bet way to generate this file... but it works. +generate_loader_script: + @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java +ifeq ($(RAYLIB_LIBTYPE),SHARED) + @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java +endif + @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + +# Generate AndroidManifest.xml with all the required options +# NOTE: Probably not the bet way to generate this file... but it works. +generate_android_manifest: + @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + +# Generate storekey for APK signing: $(PROJECT_NAME).keystore +# NOTE: Configure here your Distinguished Names (-dname) if required! +generate_apk_keystore: + if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA + +# Config project package and resource using AndroidManifest.xml and res/values/strings.xml +# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java +config_project_package: + $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar + +# Compile native_app_glue code as static library: obj/libnative_app_glue.a +compile_native_app_glue: + $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) + $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o + +# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so +compile_project_code: $(OBJS) + $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) + +# Compile all .c files required into object (.o) files +# NOTE: Those files will be linked into a shared library +$(PROJECT_BUILD_PATH)/obj/%.o:%.c + $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot + +# Compile project .java code into .class (Java bytecode) +compile_project_class: + $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java + +# Compile .class files into Dalvik executable bytecode (.dex) +# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) +compile_project_class_dex: + $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj + +# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk +# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so +# NOTE: Use -A resources to define additional directory in which to find raw asset files +create_project_apk_package: + $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin + cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) + +# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk +sign_project_apk_package: + $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key + +# Create zip-aligned APK package: $(PROJECT_NAME).apk +zipalign_project_apk_package: + $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk + +# Install $(PROJECT_NAME).apk to default emulator/device +# NOTE: Use -e (emulator) or -d (device) parameters if required +install: + $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk + +# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) +check_device_abi: + $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi + +# Monitorize output log coming from device, only raylib tag +logcat: + $(ANDROID_PLATFORM_TOOLS)/adb logcat -c + $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S + +# Install and monitorize $(PROJECT_NAME).apk to default emulator/device +deploy: + $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk + $(ANDROID_PLATFORM_TOOLS)/adb logcat -c + $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S + +#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W + +# Clean everything +clean: + del $(PROJECT_BUILD_PATH)\* /f /s /q + rmdir $(PROJECT_BUILD_PATH) /s /q + @echo Cleaning done diff --git a/deps/raylib/projects/VSCode/main.c b/deps/raylib/projects/VSCode/main.c new file mode 100644 index 0000000..5a2e342 --- /dev/null +++ b/deps/raylib/projects/VSCode/main.c @@ -0,0 +1,108 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic 3d example +* +* Welcome to raylib! +* +* To compile example, just press F5. +* Note that compiled executable is placed in the same folder as .c file +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Local Variables Definition (local to this module) +//---------------------------------------------------------------------------------- +Camera camera = { 0 }; +Vector3 cubePosition = { 0 }; + +//---------------------------------------------------------------------------------- +// Local Functions Declaration +//---------------------------------------------------------------------------------- +static void UpdateDrawFrame(void); // Update and draw one frame + +//---------------------------------------------------------------------------------- +// Main entry point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib"); + + camera.position = (Vector3){ 10.0f, 10.0f, 8.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 60.0f; + camera.projection = CAMERA_PERSPECTIVE; + + //-------------------------------------------------------------------------------------- + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 60, 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; +} + +// Update and draw game frame +static void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_ORBITAL); + //---------------------------------------------------------------------------------- + + // 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("This is a raylib example", 10, 40, 20, DARKGRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- +} diff --git a/deps/raylib/projects/VSCode/main.code-workspace b/deps/raylib/projects/VSCode/main.code-workspace new file mode 100644 index 0000000..267248e --- /dev/null +++ b/deps/raylib/projects/VSCode/main.code-workspace @@ -0,0 +1,16 @@ +{ + "folders": [ + { + "path": "." + } + ], + "settings": { + "files.associations": { + "raylib.h": "c", + "math.h": "c", + "blocks.h": "c", + "stdio.h": "c", + "*.m": "c" + } + } +}
\ No newline at end of file diff --git a/deps/raylib/projects/VSCode/resources/LICENSE b/deps/raylib/projects/VSCode/resources/LICENSE new file mode 100644 index 0000000..ebde2c5 --- /dev/null +++ b/deps/raylib/projects/VSCode/resources/LICENSE @@ -0,0 +1 @@ +Assets license. diff --git a/deps/raylib/projects/scripts/README.md b/deps/raylib/projects/scripts/README.md new file mode 100644 index 0000000..b60e0ec --- /dev/null +++ b/deps/raylib/projects/scripts/README.md @@ -0,0 +1,68 @@ +Here are dependency-less build scripts for raylib projects. + +## Dependencies +The scripts, as mentioned above, do not have dependencies. There's one +exception to this however, and that is Windows, because Windows +doesn't have a built-in C compiler. On Windows, you'll need to install +[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you +didn't install them in the default location, write your changes around +line 38 of [`build-windows.bat`](build-windows.bat). + +## Script customization +First of all, the scripts have a few variables at the very top, which +are supposed to be configured for each project separately: +- `GAME_NAME` variable is used for the executable name. +- `SOURCES` is a list of .c source files, divided by spaces, which are + going to be compiled and linked with raylib to create the final + executable. You can use wildcards, so if you have all your .c files + in a directory called `src`, you can just set `SOURCES` to + `../../src/*.c`. Note: the paths should be either absolute, or + relative to `builds/platform`, hence `../../`. +- `RAYLIB_SRC` should point to the raylib/src directory. In this case, + it's `../../src`, but as with the `SOURCES`, if the path is + relative, it should be relative to `temp/debug`, so it's actually + `../../../../src`. + +## Compilation flags +- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release + builds, to save space. Since it's a good practice to make your games + run on the slowest possible systems, only a few games would benefit + from additional runtime performance on almost all systems. Other + flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0 + -g` (`/Od /Zi` for MSVC) in debug builds. +- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings. + +\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os` +enabled at the same time, so `-Os` is replaced with `-O2` for clang. + +## Command line arguments +The build scripts accept some flags, which can be given either one at +a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of +all of the flags. +- `-h` Describes all the flags, and a few example commands +- `-d` Faster builds that have debug symbols, and enable warnings +- `-u` Run upx\* on the executable after compilation (before -r) +- `-r` Run the executable after compilation +- `-c` Remove the temp/(debug|release) directory, ie. full recompile +- `-q` Suppress this script's informational prints +- `-qq` Suppress all prints, complete silence +- `-v` cl.exe normally prints out a lot of superficial information, as + well as the MSVC build environment activation scripts, but these are + mostly suppressed by default. If you do want to see everything, use + this flag. + +\* This is mostly here to make building simple "shipping" versions + easier, and it's a very small bit in the build scripts. The option + requires that you have upx installed and on your path, of course. + +#### Examples +| What the command does | Command | +|-------------------------------------------------------------|---------------------------| +| Build a release build, on Windows | `build-windows.bat` | +| Build a release build, full recompile, on Linux | `./build-linux.sh -c` | +| Build a debug build and run, on macOS | `./build-osx.sh -d -r` | +| Build in debug, run, don't print at all, on Linux with `sh` | `sh build-linux.sh -drqq` | + + +[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017 +[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017 diff --git a/deps/raylib/projects/scripts/build-linux.sh b/deps/raylib/projects/scripts/build-linux.sh new file mode 100644 index 0000000..7368d92 --- /dev/null +++ b/deps/raylib/projects/scripts/build-linux.sh @@ -0,0 +1,169 @@ +#!/bin/sh +# Change your executable name here +GAME_NAME="game" + +# Set your sources here (relative paths!) +# Example with two source folders: +# SOURCES="src/*.c src/submodule/*.c" +SOURCES="core_basic_window.c" + +# Set your raylib/src location here (relative path!) +RAYLIB_SRC="../../src" + +# About this build script: it does many things, but in essence, it's +# very simple. It has 3 compiler invocations: building raylib (which +# is not done always, see logic by searching "Build raylib"), building +# src/*.c files, and linking together those two. Each invocation is +# wrapped in an if statement to make the -qq flag work, it's pretty +# verbose, sorry. + +# Stop the script if a compilation (or something else?) fails +set -e + +# Get arguments +while getopts ":hdusrcq" opt; do + case $opt in + h) + echo "Usage: ./build-linux.sh [-hdusrcqq]" + echo " -h Show this information" + echo " -d Faster builds that have debug symbols, and enable warnings" + echo " -u Run upx* on the executable after compilation (before -r)" + echo " -s Run strip on the executable after compilation (before -r)" + echo " -r Run the executable after compilation" + echo " -c Remove the temp/(debug|release) directory, ie. full recompile" + echo " -q Suppress this script's informational prints" + echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)" + echo "" + echo "* This is mostly here to make building simple \"shipping\" versions" + echo " easier, and it's a very small bit in the build scripts. The option" + echo " requires that you have upx installed and on your path, of course." + echo "" + echo "Examples:" + echo " Build a release build: ./build-linux.sh" + echo " Build a release build, full recompile: ./build-linux.sh -c" + echo " Build a debug build and run: ./build-linux.sh -d -r" + echo " Build in debug, run, don't print at all: ./build-linux.sh -drqq" + exit 0 + ;; + d) + BUILD_DEBUG="1" + ;; + u) + UPX_IT="1" + ;; + s) + STRIP_IT="1" + ;; + r) + RUN_AFTER_BUILD="1" + ;; + c) + BUILD_ALL="1" + ;; + q) + if [ -n "$QUIET" ]; then + REALLY_QUIET="1" + else + QUIET="1" + fi + ;; + \?) + echo "Invalid option: -$OPTARG" >&2 + exit 1 + ;; + esac +done + +# Set CC if it's not set already +if [ -z "$CC" ]; then + CC=cc +fi + +# Directories +ROOT_DIR=$PWD +SOURCES="$ROOT_DIR/$SOURCES" +RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC" + +# Flags +OUTPUT_DIR="builds/linux" +COMPILATION_FLAGS="-std=c99 -Os -flto" +FINAL_COMPILE_FLAGS="-s" +WARNING_FLAGS="-Wall -Wextra -Wpedantic" +LINK_FLAGS="-flto -lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp" +# Debug changes to flags +if [ -n "$BUILD_DEBUG" ]; then + OUTPUT_DIR="builds-debug/linux" + COMPILATION_FLAGS="-std=c99 -O0 -g" + FINAL_COMPILE_FLAGS="" + LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp" +fi + +# Display what we're doing +if [ -n "$BUILD_DEBUG" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)" +else + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)" +fi + +# Create the raylib cache directory +TEMP_DIR="temp/release" +if [ -n "$BUILD_DEBUG" ]; then + TEMP_DIR="temp/debug" +fi +# If there's a -c flag, remove the cache +if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding." + rm -r "$TEMP_DIR" +fi +# If temp directory doesn't exist, build raylib +if [ ! -d "$TEMP_DIR" ]; then + mkdir -p $TEMP_DIR + cd $TEMP_DIR + RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33" + RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c $RAYLIB_SRC/rglfw.c" + RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include" + + if [ -n "$REALLY_QUIET" ]; then + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1 + else + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES + fi + [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/" + cd $ROOT_DIR +fi + +# Build the actual game +mkdir -p $OUTPUT_DIR +cd $OUTPUT_DIR +[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code." +if [ -n "$REALLY_QUIET" ]; then + $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1 + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1 +else + $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS +fi +rm *.o +[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/" + +if [ -n "$STRIP_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME." + strip $GAME_NAME +fi + +if [ -n "$UPX_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx." + upx $GAME_NAME > /dev/null 2>&1 +fi + +if [ -n "$RUN_AFTER_BUILD" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Running." + if [ -n "$REALLY_QUIET" ]; then + ./$GAME_NAME > /dev/null 2>&1 + else + ./$GAME_NAME + fi +fi +cd $ROOT_DIR + +[ -z "$QUIET" ] && echo "COMPILE-INFO: All done." diff --git a/deps/raylib/projects/scripts/build-osx.sh b/deps/raylib/projects/scripts/build-osx.sh new file mode 100644 index 0000000..d4f8ab2 --- /dev/null +++ b/deps/raylib/projects/scripts/build-osx.sh @@ -0,0 +1,171 @@ +#!/bin/sh +# Change your executable name here +GAME_NAME="game" + +# Set your sources here (relative paths!) +# Example with two source folders: +# SOURCES="src/*.c src/submodule/*.c" +SOURCES="core_basic_window.c" + +# Set your raylib/src location here (relative path!) +RAYLIB_SRC="../../src" + +# About this build script: it does many things, but in essence, it's +# very simple. It has 3 compiler invocations: building raylib (which +# is not done always, see logic by searching "Build raylib"), building +# src/*.c files, and linking together those two. Each invocation is +# wrapped in an if statement to make the -qq flag work, it's pretty +# verbose, sorry. + +# Stop the script if a compilation (or something else?) fails +set -e + +# Get arguments +while getopts ":hdusrcq" opt; do + case $opt in + h) + echo "Usage: ./build-osx.sh [-hdusrcqq]" + echo " -h Show this information" + echo " -d Faster builds that have debug symbols, and enable warnings" + echo " -u Run upx* on the executable after compilation (before -r)" + echo " -s Run strip on the executable after compilation (before -r)" + echo " -r Run the executable after compilation" + echo " -c Remove the temp/(debug|release) directory, ie. full recompile" + echo " -q Suppress this script's informational prints" + echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)" + echo "" + echo "* This is mostly here to make building simple \"shipping\" versions" + echo " easier, and it's a very small bit in the build scripts. The option" + echo " requires that you have upx installed and on your path, of course." + echo "" + echo "Examples:" + echo " Build a release build: ./build-osx.sh" + echo " Build a release build, full recompile: ./build-osx.sh -c" + echo " Build a debug build and run: ./build-osx.sh -d -r" + echo " Build in debug, run, don't print at all: ./build-osx.sh -drqq" + exit 0 + ;; + d) + BUILD_DEBUG="1" + ;; + u) + UPX_IT="1" + ;; + s) + STRIP_IT="1" + ;; + r) + RUN_AFTER_BUILD="1" + ;; + c) + BUILD_ALL="1" + ;; + q) + if [ -n "$QUIET" ]; then + REALLY_QUIET="1" + else + QUIET="1" + fi + ;; + \?) + echo "Invalid option: -$OPTARG" >&2 + exit 1 + ;; + esac +done + +# Set CC if it's not set already +if [ -z "$CC" ]; then + CC=cc +fi + +# Directories +ROOT_DIR=$PWD +SOURCES="$ROOT_DIR/$SOURCES" +RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC" + +# Flags +OUTPUT_DIR="builds/osx" +COMPILATION_FLAGS="-std=c99 -O2 -flto" +FINAL_COMPILE_FLAGS="-s" +WARNING_FLAGS="-Wall -Wextra -Wpedantic" +LINK_FLAGS="-flto -framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa" +# Debug changes to flags +if [ -n "$BUILD_DEBUG" ]; then + OUTPUT_DIR="builds-debug/osx" + COMPILATION_FLAGS="-std=c99 -O0 -g" + FINAL_COMPILE_FLAGS="" + LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa" +fi + +# Display what we're doing +if [ -n "$BUILD_DEBUG" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)" +else + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)" +fi + +# Create the raylib cache directory +TEMP_DIR="temp/release" +if [ -n "$BUILD_DEBUG" ]; then + TEMP_DIR="temp/debug" +fi +# If there's a -c flag, remove the cache +if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding." + rm -r "$TEMP_DIR" +fi +# If temp directory doesn't exist, build raylib +if [ ! -d "$TEMP_DIR" ]; then + mkdir -p $TEMP_DIR + cd $TEMP_DIR + RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33" + RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c" + RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include" + + if [ -n "$REALLY_QUIET" ]; then + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1 + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1 + else + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES + fi + [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/" + cd $ROOT_DIR +fi + +# Build the actual game +mkdir -p $OUTPUT_DIR +cd $OUTPUT_DIR +[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code." +if [ -n "$REALLY_QUIET" ]; then + $CC -c -I$RAYLIB_SRC $SOURCES $COMPILATION_FLAGS $WARNING_FLAGS > /dev/null 2>&1 + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1 +else + $CC -c -I$RAYLIB_SRC $SOURCES $COMPILATION_FLAGS $WARNING_FLAGS + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS +fi +rm *.o +[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/" + +if [ -n "$STRIP_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME." + strip $GAME_NAME +fi + +if [ -n "$UPX_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx." + upx $GAME_NAME > /dev/null 2>&1 +fi + +if [ -n "$RUN_AFTER_BUILD" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Running." + if [ -n "$REALLY_QUIET" ]; then + ./$GAME_NAME > /dev/null 2>&1 + else + ./$GAME_NAME + fi +fi +cd $ROOT_DIR + +[ -z "$QUIET" ] && echo "COMPILE-INFO: All done." diff --git a/deps/raylib/projects/scripts/build-rpi.sh b/deps/raylib/projects/scripts/build-rpi.sh new file mode 100644 index 0000000..68e4f8d --- /dev/null +++ b/deps/raylib/projects/scripts/build-rpi.sh @@ -0,0 +1,169 @@ +#!/bin/sh +# Change your executable name here +GAME_NAME="game" + +# Set your sources here (relative paths!) +# Example with two source folders: +# SOURCES="src/*.c src/submodule/*.c" +SOURCES="core_basic_window.c" + +# Set your raylib/src location here (relative path!) +RAYLIB_SRC="../../src" + +# About this build script: it does many things, but in essence, it's +# very simple. It has 3 compiler invocations: building raylib (which +# is not done always, see logic by searching "Build raylib"), building +# src/*.c files, and linking together those two. Each invocation is +# wrapped in an if statement to make the -qq flag work, it's pretty +# verbose, sorry. + +# Stop the script if a compilation (or something else?) fails +set -e + +# Get arguments +while getopts ":hdusrcq" opt; do + case $opt in + h) + echo "Usage: ./build-rpi.sh [-hdusrcqq]" + echo " -h Show this information" + echo " -d Faster builds that have debug symbols, and enable warnings" + echo " -u Run upx* on the executable after compilation (before -r)" + echo " -s Run strip on the executable after compilation (before -r)" + echo " -r Run the executable after compilation" + echo " -c Remove the temp/(debug|release) directory, ie. full recompile" + echo " -q Suppress this script's informational prints" + echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)" + echo "" + echo "* This is mostly here to make building simple \"shipping\" versions" + echo " easier, and it's a very small bit in the build scripts. The option" + echo " requires that you have upx installed and on your path, of course." + echo "" + echo "Examples:" + echo " Build a release build: ./build-rpi.sh" + echo " Build a release build, full recompile: ./build-rpi.sh -c" + echo " Build a debug build and run: ./build-rpi.sh -d -r" + echo " Build in debug, run, don't print at all: ./build-rpi.sh -drqq" + exit 0 + ;; + d) + BUILD_DEBUG="1" + ;; + u) + UPX_IT="1" + ;; + s) + STRIP_IT="1" + ;; + r) + RUN_AFTER_BUILD="1" + ;; + c) + BUILD_ALL="1" + ;; + q) + if [ -n "$QUIET" ]; then + REALLY_QUIET="1" + else + QUIET="1" + fi + ;; + \?) + echo "Invalid option: -$OPTARG" >&2 + exit 1 + ;; + esac +done + +# Set CC if it's not set already +if [ -z "$CC" ]; then + CC=cc +fi + +# Directories +ROOT_DIR=$PWD +SOURCES="$ROOT_DIR/$SOURCES" +RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC" + +# Flags +OUTPUT_DIR="builds/linux" +COMPILATION_FLAGS="-std=c99 -Os -flto" +FINAL_COMPILE_FLAGS="-s" +WARNING_FLAGS="-Wall -Wextra -Wpedantic" +LINK_FLAGS="-flto -lm -ldl -lrt -lpthread -lv4l2 -lbrcmGLESv2 -lbrcmEGL -lbcm_host -L/opt/vc/lib" +# Debug changes to flags +if [ -n "$BUILD_DEBUG" ]; then + OUTPUT_DIR="builds-debug/linux" + COMPILATION_FLAGS="-std=c99 -O0 -g" + FINAL_COMPILE_FLAGS="" + LINK_FLAGS="-lm -ldl -lrt -lpthread -lv4l2 -lbrcmGLESv2 -lbrcmEGL -lbcm_host -L/opt/vc/lib" +fi + +# Display what we're doing +if [ -n "$BUILD_DEBUG" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)" +else + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)" +fi + +# Create the raylib cache directory +TEMP_DIR="temp/release" +if [ -n "$BUILD_DEBUG" ]; then + TEMP_DIR="temp/debug" +fi +# If there's a -c flag, remove the cache +if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding." + rm -r "$TEMP_DIR" +fi +# If temp directory doesn't exist, build raylib +if [ ! -d "$TEMP_DIR" ]; then + mkdir -p $TEMP_DIR + cd $TEMP_DIR + RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_RPI -DGRAPHICS_API_OPENGL_ES2" + RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c" + RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I/opt/vc/include" + + if [ -n "$REALLY_QUIET" ]; then + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1 + else + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES + fi + [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/" + cd $ROOT_DIR +fi + +# Build the actual game +mkdir -p $OUTPUT_DIR +cd $OUTPUT_DIR +[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code." +if [ -n "$REALLY_QUIET" ]; then + $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1 + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1 +else + $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES + $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS +fi +rm *.o +[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/" + +if [ -n "$STRIP_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME." + strip $GAME_NAME +fi + +if [ -n "$UPX_IT" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx." + upx $GAME_NAME > /dev/null 2>&1 +fi + +if [ -n "$RUN_AFTER_BUILD" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Running." + if [ -n "$REALLY_QUIET" ]; then + ./$GAME_NAME > /dev/null 2>&1 + else + ./$GAME_NAME + fi +fi +cd $ROOT_DIR + +[ -z "$QUIET" ] && echo "COMPILE-INFO: All done." diff --git a/deps/raylib/projects/scripts/build-windows.bat b/deps/raylib/projects/scripts/build-windows.bat new file mode 100644 index 0000000..2c085f8 --- /dev/null +++ b/deps/raylib/projects/scripts/build-windows.bat @@ -0,0 +1,219 @@ +@echo off +REM Change your executable name here +set GAME_NAME=game.exe + +REM Set your sources here (relative paths!) +REM Example with two source folders: +REM set SOURCES=src\*.c src\submodule\*.c +set SOURCES=core_basic_window.c + +REM Set your raylib\src location here (relative path!) +set RAYLIB_SRC=..\..\src + +REM Set the target platform for the compiler (Ex: x86 or x64) +set TARGET_PLATFORM=x86 + +REM About this build script: it does many things, but in essence, it's +REM very simple. It has 3 compiler invocations: building raylib (which +REM is not done always, see logic by searching "Build raylib"), building +REM src/*.c files, and linking together those two. Each invocation is +REM wrapped in an if statement to make the -qq flag work, it's pretty +REM verbose, sorry. + +REM To skip to the actual building part of the script, search for ":BUILD" + +REM Checks if cl is available and skips to the argument loop if it is +REM (Prevents calling vcvarsall every time you run this script) +WHERE cl >nul 2>nul +IF %ERRORLEVEL% == 0 goto READ_ARGS +REM Activate the msvc build environment if cl isn't available yet +IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" ( + set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" +) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" ( + set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" +) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" ( + set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" +) ELSE ( + REM Initialize your vc environment here if the defaults don't work + REM set VC_INIT="C:\your\path\here\vcvarsall.bat" + REM And then remove/comment out the following two lines + echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually." + exit /B +) +echo Setting up the msvc build environment, this could take some time but the next builds should be faster +REM Remove everything after %TARGET_PLATFORM% if you want to see +REM the vcvarsall.bat or vcbuildtools.bat output +call %VC_INIT% %TARGET_PLATFORM% > NUL 2>&1 + +:READ_ARGS +REM For the ! variable notation +setlocal EnableDelayedExpansion +REM For shifting, which the command line argument parsing needs +setlocal EnableExtensions + +:ARG_LOOP +set ARG=%1 +if "!ARG!" == "" ( goto BUILD ) +IF NOT "x!ARG!" == "x!ARG:h=!" ( + goto HELP +) +IF NOT "x!ARG!" == "x!ARG:d=!" ( + set BUILD_DEBUG=1 +) +IF NOT "x!ARG!" == "x!ARG:u=!" ( + set UPX_IT=1 +) +IF NOT "x!ARG!" == "x!ARG:r=!" ( + set RUN_AFTER_BUILD=1 +) +IF NOT "x!ARG!" == "x!ARG:c=!" ( + set BUILD_ALL=1 +) +IF NOT "x!ARG!" == "x!ARG:qq=!" ( + set QUIET=1 + set REALLY_QUIET=1 +) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" ( + IF DEFINED QUIET ( + set REALLY_QUIET=1 + ) ELSE ( + set QUIET=1 + ) +) +IF NOT "x!ARG!" == "x!ARG:v=!" ( + set VERBOSE=1 +) +IF NOT "%1" == "" ( + shift /1 + goto ARG_LOOP +) + + +:HELP +echo Usage: build-windows.bat [-hdurcqqv] +echo -h Show this information +echo -d Faster builds that have debug symbols, and enable warnings +echo -u Run upx* on the executable after compilation (before -r) +echo -r Run the executable after compilation +echo -c Remove the temp\{debug,release} directory, ie. full recompile +echo -q Suppress this script's informational prints +echo -qq Suppress all prints, complete silence +echo -v cl.exe normally prints out a lot of superficial information, as +echo well as the MSVC build environment activation scripts, but these are +echo mostly suppressed by default. If you do want to see everything, use +echo this flag. +echo. +echo * This is mostly here to make building simple "shipping" versions +echo easier, and it's a very small bit in the build scripts. The option +echo requires that you have upx installed and on your path, of course. +echo. +echo Examples: +echo Build a release build: build-windows.bat +echo Build a release build, full recompile: build-windows.bat -c +echo Build a debug build and run: build-windows.bat -d -r +echo Build in debug, run, don't print at all: build-windows.bat -drqq +exit /B + + +:BUILD +REM Directories +set "ROOT_DIR=%CD%" +set "SOURCES=!ROOT_DIR!\!SOURCES!" +set "RAYLIB_SRC=!ROOT_DIR!\!RAYLIB_SRC!" + +REM Flags +set OUTPUT_FLAG=/Fe: "!GAME_NAME!" +set COMPILATION_FLAGS=/std:c11 /O1 /GL /favor:blend /utf-8 /validate-charset /EHsc +set WARNING_FLAGS=/W3 /sdl +set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup +set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib +set OUTPUT_DIR=builds\windows-msvc +REM Debug changes to flags +IF DEFINED BUILD_DEBUG ( + set OUTPUT_FLAG=/Fe: "!GAME_NAME!" + set COMPILATION_FLAGS=/std:c11 /Od /Zi /utf-8 /validate-charset /EHsc + set WARNING_FLAGS=/W3 /sdl + set SUBSYSTEM_FLAGS=/DEBUG + set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib + set OUTPUT_DIR=builds-debug\windows-msvc +) +IF NOT DEFINED VERBOSE ( + set VERBOSITY_FLAG=/nologo +) + +REM Display what we're doing +IF DEFINED BUILD_DEBUG ( + IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS! +) ELSE ( + IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG +) + +REM Create the temp directory for raylib +set "TEMP_DIR=temp\release" +IF DEFINED BUILD_DEBUG ( + set "TEMP_DIR=temp\debug" +) + +IF DEFINED BUILD_ALL ( + IF EXIST !TEMP_DIR!\ ( + IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding. + del /Q !TEMP_DIR! + rmdir !TEMP_DIR! + ) +) + +REM Build raylib if it hasn't been cached in TEMP_DIR +IF NOT EXIST !TEMP_DIR!\ ( + mkdir !TEMP_DIR! + cd !TEMP_DIR! + REM raylib source folder + set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33" + set RAYLIB_C_FILES="!RAYLIB_SRC!\rcore.c" "!RAYLIB_SRC!\rshapes.c" "!RAYLIB_SRC!\rtextures.c" "!RAYLIB_SRC!\rtext.c" "!RAYLIB_SRC!\rmodels.c" "!RAYLIB_SRC!\utils.c" "!RAYLIB_SRC!\raudio.c" "!RAYLIB_SRC!\rglfw.c" + set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include" + + IF DEFINED REALLY_QUIET ( + cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1 || exit /B + ) ELSE ( + cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! || exit /B + ) + IF NOT DEFINED QUIET echo COMPILE-INFO: raylib compiled into object files in: !TEMP_DIR!\ + + REM Out of the temp directory + cd !ROOT_DIR! +) + +REM Move to the build directory +IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR! +cd !OUTPUT_DIR! + +REM Build the actual game +IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code. +IF DEFINED REALLY_QUIET ( + cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1 || exit /B + cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1 || exit /B +) ELSE ( + cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! || exit /B + cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! || exit /B +) +del *.obj +IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\ + +REM Run upx +IF DEFINED UPX_IT ( + IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx. + upx !GAME_NAME! > NUL 2>&1 +) + +REM Finally, run the produced executable +IF DEFINED RUN_AFTER_BUILD ( + IF NOT DEFINED QUIET echo COMPILE-INFO: Running. + IF DEFINED REALLY_QUIET ( + !GAME_NAME! > NUL 2>&1 + ) ELSE ( + !GAME_NAME! + ) +) + +REM Back to development directory +cd !ROOT_DIR! + +IF NOT DEFINED QUIET echo COMPILE-INFO: All done. diff --git a/deps/raylib/projects/scripts/core_basic_window.c b/deps/raylib/projects/scripts/core_basic_window.c new file mode 100644 index 0000000..a119482 --- /dev/null +++ b/deps/raylib/projects/scripts/core_basic_window.c @@ -0,0 +1,61 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window +* +* Welcome to raylib! +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.0 (www.raylib.com) +* It has been re-confirmed with raylib 3.7.0 +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* Simple adjustments on 2021-10-01 +* +********************************************************************************************/ + +#include "raylib.h" + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // 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; +} |