Review ALL examples
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96 changed files with 1301 additions and 1317 deletions
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@ -13,21 +13,21 @@
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#define MAX_BUILDINGS 100
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - 2d camera");
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Rectangle player = { 400, 280, 40, 40 };
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Rectangle buildings[MAX_BUILDINGS];
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Color buildColors[MAX_BUILDINGS];
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int spacing = 0;
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for (int i = 0; i < MAX_BUILDINGS; i++)
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{
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buildings[i].width = GetRandomValue(50, 200);
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@ -36,22 +36,22 @@ int main()
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buildings[i].x = -6000 + spacing;
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spacing += buildings[i].width;
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buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
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}
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Camera2D camera;
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Camera2D camera = { 0 };
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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camera.offset = (Vector2){ 0, 0 };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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SetTargetFPS(60);
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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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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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@ -65,26 +65,26 @@ int main()
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player.x -= 2; // Player movement
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camera.offset.x += 2; // Camera displacement with player movement
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}
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// Camera target follows player
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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// Camera rotation controls
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if (IsKeyDown(KEY_A)) camera.rotation--;
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else if (IsKeyDown(KEY_S)) camera.rotation++;
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// Limit camera rotation to 80 degrees (-40 to 40)
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if (camera.rotation > 40) camera.rotation = 40;
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if (camera.rotation > 40) camera.rotation = 40;
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else if (camera.rotation < -40) camera.rotation = -40;
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// Camera zoom controls
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camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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if (camera.zoom > 3.0f) camera.zoom = 3.0f;
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else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
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// Camera reset (zoom and rotation)
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if (IsKeyPressed(KEY_R))
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if (IsKeyPressed(KEY_R))
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{
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camera.zoom = 1.0f;
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camera.rotation = 0.0f;
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@ -94,32 +94,32 @@ int main()
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode2D(camera);
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
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DrawRectangleRec(player, RED);
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DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
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DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
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EndMode2D();
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DrawText("SCREEN AREA", 640, 10, 20, RED);
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DrawRectangle(0, 0, screenWidth, 5, RED);
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DrawRectangle(0, 5, 5, screenHeight - 10, RED);
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DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
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DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
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DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 250, 113, BLUE);
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DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
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DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
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@ -131,7 +131,7 @@ int main()
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -13,15 +13,15 @@
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#define MAX_COLUMNS 20
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
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float heights[MAX_COLUMNS];
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Vector3 positions[MAX_COLUMNS];
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Color colors[MAX_COLUMNS];
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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heights[i] = (float)GetRandomValue(1, 12);
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positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
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DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
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DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
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// Draw some cubes around
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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}
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EndMode3D();
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DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 220, 70, BLUE);
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -11,12 +11,12 @@
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - 3d camera free");
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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//----------------------------------------------------------------------------------
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 320, 133, BLUE);
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DrawText("Free camera default controls:", 20, 20, 10, BLACK);
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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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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - 3d picking");
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - basic window");
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SetTargetFPS(60);
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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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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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// Custom logging funtion
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void LogCustom(int msgType, const char *text, va_list args)
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{
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char timeStr[64];
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time_t now = time(NULL);
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struct tm *tm_info = localtime(&now);
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char timeStr[64];
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time_t now = time(NULL);
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struct tm *tm_info = localtime(&now);
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strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
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printf("[%s] ", timeStr);
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strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
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printf("[%s] ", timeStr);
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switch (msgType)
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{
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case LOG_INFO: printf("[INFO] : "); break;
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case LOG_ERROR: printf("[ERROR]: "); break;
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case LOG_WARNING: printf("[WARN] : "); break;
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case LOG_DEBUG: printf("[DEBUG]: "); break;
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default: break;
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}
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vprintf(text, args);
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printf("\n");
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switch (msgType)
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{
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case LOG_INFO: printf("[INFO] : "); break;
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case LOG_ERROR: printf("[ERROR]: "); break;
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case LOG_WARNING: printf("[WARN] : "); break;
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case LOG_DEBUG: printf("[DEBUG]: "); break;
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default: break;
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}
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vprintf(text, args);
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printf("\n");
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}
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int main(int argc, char* argv[])
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// First thing we do is setting our custom logger to ensure everything raylib logs
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// will use our own logger instead of its internal one
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SetTraceLogCallback(LogCustom);
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// First thing we do is setting our custom logger to ensure everything raylib logs
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// will use our own logger instead of its internal one
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SetTraceLogCallback(LogCustom);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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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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// TODO: Update your variables here
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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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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
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DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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}
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - drop files");
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int count = 0;
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char **droppedFiles = { 0 };
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SetTargetFPS(60);
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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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else
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{
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DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
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for (int i = 0; i < count; i++)
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{
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if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
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else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
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DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
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}
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DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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ClearDroppedFiles(); // Clear internal buffers
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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* raylib [core] example - Gamepad input
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*
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* NOTE: This example requires a Gamepad connected to the system
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* raylib is configured to work with the following gamepads:
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* raylib is configured to work with the following gamepads:
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* - Xbox 360 Controller (Xbox 360, Xbox One)
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* - PLAYSTATION(R)3 Controller
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* - PLAYSTATION(R)3 Controller
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* Check raylib.h for buttons configuration
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*
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* This example has been created using raylib 1.6 (www.raylib.com)
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
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#endif
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int main()
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||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
|
||||
|
||||
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -56,7 +56,7 @@ int main()
|
|||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||
{
|
||||
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
||||
|
@ -64,7 +64,7 @@ int main()
|
|||
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||
|
||||
|
||||
// Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||
|
||||
|
@ -75,7 +75,7 @@ int main()
|
|||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||
|
@ -83,7 +83,7 @@ int main()
|
|||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||
|
||||
|
||||
// Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||
|
@ -91,21 +91,21 @@ int main()
|
|||
// Draw axis: left joystick
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
||||
|
||||
|
||||
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
}
|
||||
|
@ -115,7 +115,7 @@ int main()
|
|||
|
||||
// Draw buttons: ps
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||
|
@ -131,7 +131,7 @@ int main()
|
|||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||
|
||||
|
||||
// Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||
|
@ -139,42 +139,42 @@ int main()
|
|||
// Draw axis: left joystick
|
||||
DrawCircle(319, 255, 35, BLACK);
|
||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(475, 255, 35, BLACK);
|
||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
|
||||
|
||||
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
|
||||
|
||||
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
|
||||
{
|
||||
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
|
||||
|
||||
|
||||
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
|
||||
}
|
||||
|
||||
|
@ -186,7 +186,7 @@ int main()
|
|||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texPs3Pad);
|
||||
UnloadTexture(texXboxPad);
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -14,27 +14,27 @@
|
|||
|
||||
#define MAX_GESTURE_STRINGS 20
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||
|
||||
|
||||
Vector2 touchPosition = { 0, 0 };
|
||||
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
|
||||
|
||||
|
||||
int gesturesCount = 0;
|
||||
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||
|
||||
int currentGesture = GESTURE_NONE;
|
||||
int lastGesture = GESTURE_NONE;
|
||||
|
||||
|
||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -65,14 +65,14 @@ int main()
|
|||
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
gesturesCount++;
|
||||
|
||||
|
||||
// Reset gestures strings
|
||||
if (gesturesCount >= MAX_GESTURE_STRINGS)
|
||||
{
|
||||
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
|
||||
|
||||
|
||||
gesturesCount = 0;
|
||||
}
|
||||
}
|
||||
|
@ -84,32 +84,32 @@ int main()
|
|||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
DrawRectangleRec(touchArea, GRAY);
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
|
||||
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
|
||||
|
||||
|
||||
for (int i = 0; i < gesturesCount; i++)
|
||||
{
|
||||
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
|
||||
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
|
||||
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
|
||||
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
|
||||
}
|
||||
|
||||
|
||||
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
|
||||
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
|
||||
|
||||
|
||||
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
|
@ -11,18 +11,18 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||
|
||||
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
@ -11,19 +11,19 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = DARKBLUE;
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -32,7 +32,7 @@ int main()
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||
|
|
|
@ -11,19 +11,19 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
|
||||
|
||||
int boxPositionY = screenHeight/2 - 40;
|
||||
int scrollSpeed = 4; // Scrolling speed in pixels
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
@ -13,31 +13,31 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = BEIGE;
|
||||
|
||||
int touchCounter = 0;
|
||||
Vector2 touchPosition;
|
||||
|
||||
SetTargetFPS(60);
|
||||
int touchCounter = 0;
|
||||
Vector2 touchPosition = { 0.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
|
||||
ballColor = BEIGE;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
|
@ -47,7 +47,7 @@ int main()
|
|||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
|
||||
|
||||
|
||||
if (touchCounter > 0) touchCounter--;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
@ -59,15 +59,15 @@ int main()
|
|||
|
||||
// Multitouch
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
||||
{
|
||||
{
|
||||
touchPosition = GetTouchPosition(i); // Get the touch point
|
||||
|
||||
|
||||
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
|
||||
{
|
||||
// Draw circle and touch index number
|
||||
DrawCircleV(touchPosition, 34, ORANGE);
|
||||
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the normal mouse location
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
*
|
||||
* raylib example - loading thread
|
||||
*
|
||||
* NOTE: This example requires linking with pthreads library,
|
||||
* NOTE: This example requires linking with pthreads library,
|
||||
* on MinGW, it can be accomplished passing -static parameter to compiler
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
|
@ -27,21 +27,21 @@ static void *LoadDataThread(void *arg); // Loading data thread function decl
|
|||
|
||||
static int dataProgress = 0; // Data progress accumulator
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
|
||||
|
||||
|
||||
pthread_t threadId; // Loading data thread id
|
||||
|
||||
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -90,25 +90,25 @@ int main()
|
|||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch (state)
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
|
||||
case STATE_LOADING:
|
||||
{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
|
||||
|
||||
} break;
|
||||
case STATE_FINISHED:
|
||||
{
|
||||
DrawRectangle(150, 200, 500, 60, LIME);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
|
||||
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
|
@ -130,11 +130,11 @@ static void *LoadDataThread(void *arg)
|
|||
clock_t prevTime = clock(); // Previous time
|
||||
|
||||
// We simulate data loading with a time counter for 5 seconds
|
||||
while (timeCounter < 5000)
|
||||
while (timeCounter < 5000)
|
||||
{
|
||||
clock_t currentTime = clock() - prevTime;
|
||||
timeCounter = currentTime*1000/CLOCKS_PER_SEC;
|
||||
|
||||
|
||||
// We accumulate time over a global variable to be used in
|
||||
// main thread as a progress bar
|
||||
dataProgress = timeCounter/10;
|
||||
|
|
|
@ -11,20 +11,20 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
|
||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
@ -14,21 +14,20 @@
|
|||
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -41,7 +40,7 @@ int main()
|
|||
score = GetRandomValue(1000, 2000);
|
||||
hiscore = GetRandomValue(2000, 4000);
|
||||
}
|
||||
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
StorageSaveValue(STORAGE_SCORE, score);
|
||||
|
@ -53,7 +52,7 @@ int main()
|
|||
score = StorageLoadValue(STORAGE_SCORE);
|
||||
hiscore = StorageLoadValue(STORAGE_HISCORE);
|
||||
}
|
||||
|
||||
|
||||
framesCounter++;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
@ -65,9 +64,9 @@ int main()
|
|||
|
||||
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
|
||||
|
||||
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
|
||||
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
|
||||
|
@ -77,7 +76,7 @@ int main()
|
|||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -17,22 +17,22 @@
|
|||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 1080;
|
||||
int screenHeight = 600;
|
||||
|
||||
const int screenWidth = 1080;
|
||||
const int screenHeight = 600;
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// Init VR simulator (Oculus Rift CV1 parameters)
|
||||
InitVrSimulator();
|
||||
|
||||
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
|
||||
|
||||
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
||||
|
@ -42,7 +42,7 @@ int main()
|
|||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
||||
|
||||
|
||||
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
|
||||
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
|
||||
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
|
@ -53,12 +53,12 @@ int main()
|
|||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
|
||||
|
||||
|
||||
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
|
||||
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||
|
@ -66,11 +66,11 @@ int main()
|
|||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera type
|
||||
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
||||
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -89,7 +89,7 @@ int main()
|
|||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
BeginVrDrawing();
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
@ -100,7 +100,7 @@ int main()
|
|||
DrawGrid(40, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
||||
EndVrDrawing();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#define max(a, b) ((a)>(b)? (a) : (b))
|
||||
#define min(a, b) ((a)<(b)? (a) : (b))
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
|
@ -28,63 +28,63 @@ int main()
|
|||
|
||||
int gameScreenWidth = 640;
|
||||
int gameScreenHeight = 480;
|
||||
|
||||
|
||||
// Render texture initialization
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
|
||||
|
||||
|
||||
Color colors[10] = { 0 };
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while( !WindowShouldClose() ) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
||||
|
||||
// Draw everything in the render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE); // Clear render texture background color
|
||||
|
||||
|
||||
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
|
||||
|
||||
|
||||
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
|
||||
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
|
||||
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -11,12 +11,12 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
|
@ -29,9 +29,9 @@ int main()
|
|||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
|
||||
Vector2 cubeScreenPosition;
|
||||
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
@ -43,7 +43,7 @@ int main()
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -62,7 +62,7 @@ int main()
|
|||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue