Working on web examples

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Ray 2017-04-05 00:29:39 +02:00
parent fdf8501e81
commit c47b04a2c6
13 changed files with 78688 additions and 7247 deletions

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@ -1,14 +1,17 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [core] example - Gamepad input (adapted for HTML5 platform) * raylib [core] example - Gamepad input
* *
* NOTE: This example requires a Gamepad connected to the system * NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration * raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
* *
* This example has been created using raylib 1.3 (www.raylib.com) * This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2015 Ramon Santamaria (@raysan5) * Copyright (c) 2017 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,15 +21,23 @@
#include <emscripten/emscripten.h> #include <emscripten/emscripten.h>
#endif #endif
// NOTE: Gamepad name ID depends on drivers and OS
#if defined(PLATFORM_RPI)
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#else
#define XBOX360_NAME_ID "Xbox 360 Controller"
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector2 ballPosition; Texture2D texPs3Pad;
Vector2 gamepadMovement = { 0.0f, 0.0f }; Texture2D texXboxPad;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Declaration // Module Functions Declaration
@ -42,7 +53,8 @@ int main()
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input"); InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
ballPosition = (Vector2){ (float)screenWidth/2, (float)screenHeight/2 }; texPs3Pad = LoadTexture("resources/ps3.png");
texXboxPad = LoadTexture("resources/xbox.png");
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1); emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@ -59,6 +71,9 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -72,20 +87,7 @@ void UpdateDrawFrame(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD_PLAYER1)) // ...
{
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMovement.y;
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
ballPosition.x = (float)screenWidth/2;
ballPosition.y = (float)screenHeight/2;
}
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -94,9 +96,126 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY); if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
DrawCircleV(ballPosition, 50, MAROON); if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_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_XBOX_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
}
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
// Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_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_PS3_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/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);
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);
}
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -1,11 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [core] example - Oculus Rift CV1 * raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
* *
* Compile example using: * This example has been created using raylib 1.7 (www.raylib.com)
* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2016 Ramon Santamaria (@raysan5) * Copyright (c) 2016 Ramon Santamaria (@raysan5)
@ -45,7 +42,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift"); InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
// NOTE: If device is not available, it fallbacks to default device (simulator) // NOTE: If device is not available, it fallbacks to default device (simulator)
InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
@ -53,6 +50,8 @@ int main()
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) 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.fovy = 60.0f; // Camera field-of-view Y
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1); emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else #else
@ -68,7 +67,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseVrDevice(); // Close VR device CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -83,9 +82,9 @@ void UpdateDrawFrame(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateVrTracking(); UpdateCamera(&camera); // Update camera (simulator mode)
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -94,15 +93,19 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginVrDrawing();
Begin3dMode(camera); Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f); DrawGrid(40, 1.0f);
End3dMode(); End3dMode();
EndVrDrawing();
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

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@ -227,6 +227,7 @@ EXAMPLES = \
core_3d_camera_first_person \ core_3d_camera_first_person \
core_2d_camera \ core_2d_camera \
core_world_screen \ core_world_screen \
core_vr_simulator \
shapes_logo_raylib \ shapes_logo_raylib \
shapes_basic_shapes \ shapes_basic_shapes \
shapes_colors_palette \ shapes_colors_palette \
@ -291,11 +292,7 @@ core_mouse_wheel: core_mouse_wheel.c
# compile [core] example - gamepad input # compile [core] example - gamepad input
core_input_gamepad: core_input_gamepad.c core_input_gamepad: core_input_gamepad.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI)) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/ps3.png --preload-file resources/xbox.png
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - generate random values # compile [core] example - generate random values
core_random_values: core_random_values.c core_random_values: core_random_values.c
@ -350,8 +347,8 @@ core_world_screen: core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - oculus rift # compile [core] example - oculus rift
#core_oculus_rift: core_oculus_rift.c core_vr_simulator: core_vr_simulator.c
# $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib logo (with basic shapes) # compile [shapes] example - raylib logo (with basic shapes)
shapes_logo_raylib: shapes_logo_raylib.c shapes_logo_raylib: shapes_logo_raylib.c

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@ -4,8 +4,8 @@
* *
* NOTE: This example requires a Gamepad connected to the system * NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads: * raylib is configured to work with the following gamepads:
* Xbox 360 Controller (Xbox 360, Xbox One) * - Xbox 360 Controller (Xbox 360, Xbox One)
* PLAYSTATION(R)3 Controller * - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration * Check raylib.h for buttons configuration
* *
* This example has been created using raylib 1.6 (www.raylib.com) * This example has been created using raylib 1.6 (www.raylib.com)

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.7 (www.raylib.com) * This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2016 Ramon Santamaria (@raysan5) * Copyright (c) 2017 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -75,7 +75,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseVrSimulator(); CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------