Reviewed examples for consistency
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17 changed files with 481 additions and 229 deletions
167
examples/core/core_2d_camera_split_screen.c
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167
examples/core/core_2d_camera_split_screen.c
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera split screen
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*
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* Addapted from the core_3d_camera_split_screen example:
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* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 Gabriel dos Santos Sanches (@gabrielssanches)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PLAYER_SIZE 40
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 440;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");
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Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
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Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
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Camera2D camera1 = { 0 };
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camera1.target = (Vector2){ player1.x, player1.y };
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camera1.offset = (Vector2){ 200.0f, 200.0f };
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camera1.rotation = 0.0f;
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camera1.zoom = 1.0f;
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Camera2D camera2 = { 0 };
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camera2.target = (Vector2){ player2.x, player2.y };
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camera2.offset = (Vector2){ 200.0f, 200.0f };
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camera2.rotation = 0.0f;
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camera2.zoom = 1.0f;
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RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
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RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_S)) player1.y += 3.0f;
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else if (IsKeyDown(KEY_W)) player1.y -= 3.0f;
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if (IsKeyDown(KEY_D)) player1.x += 3.0f;
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else if (IsKeyDown(KEY_A)) player1.x -= 3.0f;
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if (IsKeyDown(KEY_UP)) player2.y -= 3.0f;
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else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f;
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if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f;
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else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f;
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camera1.target = (Vector2){ player1.x, player1.y };
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camera2.target = (Vector2){ player2.x, player2.y };
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(screenCamera1);
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ClearBackground(RAYWHITE);
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BeginMode2D(camera1);
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// Draw full scene with first camera
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for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
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}
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for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
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{
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for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
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{
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DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
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}
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}
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DrawRectangleRec(player1, RED);
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DrawRectangleRec(player2, BLUE);
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EndMode2D();
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DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
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DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
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EndTextureMode();
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BeginTextureMode(screenCamera2);
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ClearBackground(RAYWHITE);
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BeginMode2D(camera2);
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// Draw full scene with second camera
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for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
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}
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for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
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{
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for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
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{
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DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
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}
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}
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DrawRectangleRec(player1, RED);
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DrawRectangleRec(player2, BLUE);
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EndMode2D();
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DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
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DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
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EndTextureMode();
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// Draw both views render textures to the screen side by side
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
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DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
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EndDrawing();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(screenCamera1); // Unload render texture
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UnloadRenderTexture(screenCamera2); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/core/core_2d_camera_split_screen.png
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BIN
examples/core/core_2d_camera_split_screen.png
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After Width: | Height: | Size: 21 KiB |
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DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
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DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
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DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
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//DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
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DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
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EndDrawing();
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/*******************************************************************************************
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*
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* raylib [core] example - split screen
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* raylib [core] example - 3d cmaera split screen
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*
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* Example originally created with raylib 3.7, last time updated with raylib 4.0
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*
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#include "raylib.h"
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Camera cameraPlayer1 = { 0 };
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Camera cameraPlayer2 = { 0 };
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// Scene drawing
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void DrawScene(void)
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{
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int count = 5;
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float spacing = 4;
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// Grid of cube trees on a plane to make a "world"
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DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
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for (float x = -count*spacing; x <= count*spacing; x += spacing)
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{
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for (float z = -count*spacing; z <= count*spacing; z += spacing)
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{
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DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
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DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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// Draw a cube at each player's position
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DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
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DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen");
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// Setup player 1 camera and screen
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Camera cameraPlayer1 = { 0 };
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cameraPlayer1.fovy = 45.0f;
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cameraPlayer1.up.y = 1.0f;
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cameraPlayer1.target.y = 1.0f;
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RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
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// Setup player two camera and screen
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Camera cameraPlayer2 = { 0 };
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cameraPlayer2.fovy = 45.0f;
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cameraPlayer2.up.y = 1.0f;
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cameraPlayer2.target.y = 3.0f;
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
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// Grid data
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int count = 5;
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float spacing = 4;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Draw Player1 view to the render texture
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BeginTextureMode(screenPlayer1);
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ClearBackground(SKYBLUE);
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BeginMode3D(cameraPlayer1);
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DrawScene();
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// Draw scene: grid of cube trees on a plane to make a "world"
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DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
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for (float x = -count*spacing; x <= count*spacing; x += spacing)
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{
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for (float z = -count*spacing; z <= count*spacing; z += spacing)
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{
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DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
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DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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// Draw a cube at each player's position
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DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
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DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
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EndMode3D();
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DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
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DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
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DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
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EndTextureMode();
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// Draw Player2 view to the render texture
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BeginTextureMode(screenPlayer2);
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ClearBackground(SKYBLUE);
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BeginMode3D(cameraPlayer2);
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DrawScene();
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// Draw scene: grid of cube trees on a plane to make a "world"
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DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
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for (float x = -count*spacing; x <= count*spacing; x += spacing)
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{
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for (float z = -count*spacing; z <= count*spacing; z += spacing)
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{
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DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
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DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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// Draw a cube at each player's position
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DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
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DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
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EndMode3D();
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DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
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DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
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DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
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EndTextureMode();
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// Draw both views render textures to the screen side by side
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
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DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
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EndDrawing();
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}
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BIN
examples/core/core_3d_camera_split_screen.png
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examples/core/core_3d_camera_split_screen.png
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Binary file not shown.
After Width: | Height: | Size: 16 KiB |
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/*******************************************************************************************
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*
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* raylib [core] example - split screen
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*
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* Addapted from the Split Screen example (https://github.com/raysan5/raylib/blob/master/examples/core/core_split_screen.c)
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdio.h>
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#define PLAYER_SIZE 40
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 440;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - camera 2D split screen");
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Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
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Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
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Camera2D camera1 = { 0 };
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camera1.target = (Vector2){ player1.x, player1.y };
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camera1.offset = (Vector2){ 200.0f, 200.0f };
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camera1.rotation = 0.0f;
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camera1.zoom = 1.0f;
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Camera2D camera2 = { 0 };
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camera2.target = (Vector2){ player2.x, player2.y };
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camera2.offset = (Vector2){ 200.0f, 200.0f };
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camera2.rotation = 0.0f;
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camera2.zoom = 1.0f;
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RenderTexture screenCamera1 = LoadRenderTexture(screenWidth / 2, screenHeight);
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RenderTexture screenCamera2 = LoadRenderTexture(screenWidth / 2, screenHeight);
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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void DrawScene(void) {
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for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
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}
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for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
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{
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for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
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{
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char coordinate_str[8];
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snprintf(coordinate_str, sizeof(coordinate_str), "%d,%d", i, j);
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DrawText(coordinate_str, 10 + PLAYER_SIZE*i, 10 + PLAYER_SIZE*j, 10, LIGHTGRAY);
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}
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}
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DrawRectangleRec(player1, RED);
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DrawRectangleRec(player2, BLUE);
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}
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_S)) player1.y += 3;
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else if (IsKeyDown(KEY_W)) player1.y -= 3;
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if (IsKeyDown(KEY_D)) player1.x += 3;
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else if (IsKeyDown(KEY_A)) player1.x -= 3;
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if (IsKeyDown(KEY_UP)) player2.y += 3;
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else if (IsKeyDown(KEY_DOWN)) player2.y -= 3;
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if (IsKeyDown(KEY_RIGHT)) player2.x += 3;
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else if (IsKeyDown(KEY_LEFT)) player2.x -= 3;
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camera1.target = (Vector2){ player1.x, player1.y };
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camera2.target = (Vector2){ player2.x, player2.y };
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(screenCamera1);
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ClearBackground(RAYWHITE);
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BeginMode2D(camera1);
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DrawScene();
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EndMode2D();
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DrawText("PLAYER1 W/S/A/D to move", 10, 10, 15, RED);
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EndTextureMode();
|
||||
|
||||
BeginTextureMode(screenCamera2);
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode2D(camera2);
|
||||
DrawScene();
|
||||
EndMode2D();
|
||||
DrawText("PLAYER2 UP/DOWN/LEFT/RIGHT to move", 10, 10, 15, BLUE);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenCamera1); // Unload render texture
|
||||
UnloadRenderTexture(screenCamera2); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
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