From 3c5dec7f24e34f907342fb8f156ac8fbaa09162c Mon Sep 17 00:00:00 2001 From: Milan Nikolic Date: Sun, 12 Nov 2023 11:58:48 +0100 Subject: [PATCH] Update C sources --- raygui/raylib.h | 33 +++++++++++++++++++++++--------- raylib/platforms/rcore_desktop.c | 5 ++--- raylib/raylib.h | 2 +- raylib/rcore.c | 28 +++++++++++++++------------ raylib/rlgl.h | 7 ++++--- rres/raylib.h | 33 +++++++++++++++++++++++--------- 6 files changed, 71 insertions(+), 37 deletions(-) diff --git a/raygui/raylib.h b/raygui/raylib.h index 4a353a7..1c4c4a0 100644 --- a/raygui/raylib.h +++ b/raygui/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib v4.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib @@ -1221,14 +1221,10 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) 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 (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point -RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points -RLAPI void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color); // Draw a B-Spline line, minimum 4 points -RLAPI void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw a Catmull Rom spline line, minimum 4 points -RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence +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(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 @@ -1259,6 +1255,25 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(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(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 diff --git a/raylib/platforms/rcore_desktop.c b/raylib/platforms/rcore_desktop.c index 426d9fc..05c390f 100644 --- a/raylib/platforms/rcore_desktop.c +++ b/raylib/platforms/rcore_desktop.c @@ -1106,12 +1106,11 @@ void PollInputEvents(void) // Reset keys/chars pressed registered CORE.Input.Keyboard.keyPressedQueueCount = 0; CORE.Input.Keyboard.charPressedQueueCount = 0; - // Reset key repeats - for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; // Reset last gamepad button/axis registered state CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN //CORE.Input.Gamepad.axisCount = 0; + // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback) // Register previous keys states @@ -1225,7 +1224,7 @@ void PollInputEvents(void) CORE.Window.resizedLastFrame = false; if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) - else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) + else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state // While window minimized, stop loop execution while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents(); diff --git a/raylib/raylib.h b/raylib/raylib.h index 769eaf5..1c4c4a0 100644 --- a/raylib/raylib.h +++ b/raylib/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib v4.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib diff --git a/raylib/rcore.c b/raylib/rcore.c index aa25401..9611449 100644 --- a/raylib/rcore.c +++ b/raylib/rcore.c @@ -658,6 +658,7 @@ void InitWindow(int width, int height, const char *title) #endif CORE.Time.frameCounter = 0; + CORE.Window.shouldClose = false; // Initialize random seed SetRandomSeed((unsigned int)time(NULL)); @@ -864,6 +865,10 @@ void EndDrawing(void) } #endif +#if defined(SUPPORT_AUTOMATION_EVENTS) + if (automationEventRecording) RecordAutomationEvent(); // Event recording +#endif + #if !defined(SUPPORT_CUSTOM_FRAME_CONTROL) SwapScreenBuffer(); // Copy back buffer to front buffer (screen) @@ -927,10 +932,6 @@ void EndDrawing(void) } #endif // SUPPORT_SCREEN_CAPTURE -#if defined(SUPPORT_AUTOMATION_EVENTS) - if (automationEventRecording) RecordAutomationEvent(); // Event recording -#endif - CORE.Time.frameCounter++; } @@ -1093,19 +1094,19 @@ void BeginScissorMode(int x, int y, int width, int height) rlEnableScissorTest(); #if defined(__APPLE__) - if (CORE.Window.usingFbo) + if (!CORE.Window.usingFbo) { Vector2 scale = GetWindowScaleDPI(); rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y)); } #else - if (CORE.Window.usingFbo && ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)) + if (!CORE.Window.usingFbo && ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)) { Vector2 scale = GetWindowScaleDPI(); rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y)); } #endif - else + else { rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height); } @@ -1588,8 +1589,8 @@ int GetFPS(void) average = 0; last = 0; index = 0; - for (int i = 0; i < FPS_CAPTURE_FRAMES_COUNT; i++) - history[i] = 0; + + for (int i = 0; i < FPS_CAPTURE_FRAMES_COUNT; i++) history[i] = 0; } if (fpsFrame == 0) return 0; @@ -1720,7 +1721,7 @@ int GetRandomValue(int min, int max) int *LoadRandomSequence(unsigned int count, int min, int max) { int *values = NULL; - + #if defined(SUPPORT_RPRAND_GENERATOR) values = rprand_load_sequence(count, min, max); #else @@ -2582,8 +2583,11 @@ void PlayAutomationEvent(AutomationEvent event) case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[event.params[0]] = false; break; // param[0]: key case INPUT_KEY_DOWN: { // param[0]: key CORE.Input.Keyboard.currentKeyState[event.params[0]] = true; - if (CORE.Input.Keyboard.previousKeyState[event.params[0]] == false) { - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) { + + if (CORE.Input.Keyboard.previousKeyState[event.params[0]] == false) + { + if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) + { // Add character to the queue CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = event.params[0]; CORE.Input.Keyboard.keyPressedQueueCount++; diff --git a/raylib/rlgl.h b/raylib/rlgl.h index 76704df..6cf9c7e 100644 --- a/raylib/rlgl.h +++ b/raylib/rlgl.h @@ -59,7 +59,7 @@ * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance * -* When loading a shader, the following vertex attribute and uniform +* When loading a shader, the following vertex attributes and uniform * location names are tried to be set automatically: * * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 @@ -67,6 +67,7 @@ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix @@ -1064,7 +1065,7 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; static void rlLoadShaderDefault(void); // Load default shader static void rlUnloadShaderDefault(void); // Unload default shader #if defined(RLGL_SHOW_GL_DETAILS_INFO) -static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name +static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 @@ -4689,7 +4690,7 @@ static void rlUnloadShaderDefault(void) #if defined(RLGL_SHOW_GL_DETAILS_INFO) // Get compressed format official GL identifier name -static char *rlGetCompressedFormatName(int format) +static const char *rlGetCompressedFormatName(int format) { switch (format) { diff --git a/rres/raylib.h b/rres/raylib.h index 4a353a7..1c4c4a0 100644 --- a/rres/raylib.h +++ b/rres/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib v4.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib @@ -1221,14 +1221,10 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) 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 (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point -RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points -RLAPI void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color); // Draw a B-Spline line, minimum 4 points -RLAPI void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw a Catmull Rom spline line, minimum 4 points -RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence +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(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 @@ -1259,6 +1255,25 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(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(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