Working on web examples
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@ -1,14 +1,17 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [core] example - Gamepad input (adapted for HTML5 platform)
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* raylib [core] example - Gamepad input
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*
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*
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* NOTE: This example requires a Gamepad connected to the system
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* NOTE: This example requires a Gamepad connected to the system
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* raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
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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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* Check raylib.h for buttons configuration
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*
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* This example has been created using raylib 1.7 (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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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2017 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -18,15 +21,23 @@
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#include <emscripten/emscripten.h>
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#include <emscripten/emscripten.h>
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#endif
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#endif
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// NOTE: Gamepad name ID depends on drivers and OS
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#if defined(PLATFORM_RPI)
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#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
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#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
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#else
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#define XBOX360_NAME_ID "Xbox 360 Controller"
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#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
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#endif
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenWidth = 800;
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int screenHeight = 450;
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int screenHeight = 450;
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Vector2 ballPosition;
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Texture2D texPs3Pad;
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Vector2 gamepadMovement = { 0.0f, 0.0f };
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Texture2D texXboxPad;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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// Module Functions Declaration
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@ -42,7 +53,8 @@ int main()
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
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ballPosition = (Vector2){ (float)screenWidth/2, (float)screenHeight/2 };
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texPs3Pad = LoadTexture("resources/ps3.png");
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texXboxPad = LoadTexture("resources/xbox.png");
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadTexture(texPs3Pad);
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UnloadTexture(texXboxPad);
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -72,20 +87,7 @@ void UpdateDrawFrame(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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// ...
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{
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gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
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gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
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ballPosition.x += gamepadMovement.x;
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ballPosition.y -= gamepadMovement.y;
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if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
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{
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ballPosition.x = (float)screenWidth/2;
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ballPosition.y = (float)screenHeight/2;
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -94,9 +96,126 @@ void UpdateDrawFrame(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
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DrawCircleV(ballPosition, 50, MAROON);
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if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
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{
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DrawTexture(texXboxPad, 0, 0, DARKGRAY);
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// Draw buttons: xbox home
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
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// Draw buttons: basic
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
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// Draw buttons: d-pad
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DrawRectangle(317, 202, 19, 71, BLACK);
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DrawRectangle(293, 228, 69, 19, BLACK);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
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// Draw buttons: left-right back
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
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// Draw axis: left joystick
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DrawCircle(259, 152, 39, BLACK);
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DrawCircle(259, 152, 34, LIGHTGRAY);
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DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20),
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152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK);
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// Draw axis: right joystick
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DrawCircle(461, 237, 38, BLACK);
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DrawCircle(461, 237, 33, LIGHTGRAY);
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DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X)*20),
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237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
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// Draw axis: left-right triggers
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DrawRectangle(170, 30, 15, 70, GRAY);
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DrawRectangle(604, 30, 15, 70, GRAY);
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DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED);
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DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
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//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
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//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
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}
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else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
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{
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DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
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// Draw buttons: ps
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
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// Draw buttons: basic
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
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// Draw buttons: d-pad
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DrawRectangle(225, 132, 24, 84, BLACK);
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DrawRectangle(195, 161, 84, 25, BLACK);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
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// Draw buttons: left-right back buttons
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
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if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
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// Draw axis: left joystick
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DrawCircle(319, 255, 35, BLACK);
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DrawCircle(319, 255, 31, LIGHTGRAY);
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DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20),
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255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK);
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// Draw axis: right joystick
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DrawCircle(475, 255, 35, BLACK);
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DrawCircle(475, 255, 31, LIGHTGRAY);
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DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X)*20),
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255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
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// Draw axis: left-right triggers
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DrawRectangle(169, 48, 15, 70, GRAY);
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DrawRectangle(611, 48, 15, 70, GRAY);
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DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED);
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DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED);
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}
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else
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{
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DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
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// TODO: Draw generic gamepad
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}
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DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
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for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
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{
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DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
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}
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if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
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else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
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}
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else
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{
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DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
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DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
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}
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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docs/examples/web/core_input_gamepad.data
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docs/examples/web/core_input_gamepad.data
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docs/examples/web/core_input_gamepad.js
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docs/examples/web/core_input_gamepad.js
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [core] example - Oculus Rift CV1
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* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
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*
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*
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* Compile example using:
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* This example has been created using raylib 1.7 (www.raylib.com)
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
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*
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* This example has been created using raylib 1.5 (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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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
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InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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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 = 60.0f; // Camera field-of-view Y
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camera.fovy = 60.0f; // Camera field-of-view Y
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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#else
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseVrDevice(); // Close VR device
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CloseVrSimulator(); // Close VR simulator
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateVrTracking();
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UpdateCamera(&camera); // Update camera (simulator mode)
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginVrDrawing();
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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Begin3dMode(camera);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
End3dMode();
|
DrawGrid(40, 1.0f);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
EndVrDrawing();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
26287
docs/examples/web/core_vr_simulator.js
Normal file
26287
docs/examples/web/core_vr_simulator.js
Normal file
File diff suppressed because one or more lines are too long
|
@ -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
|
||||||
|
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
|
@ -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)
|
||||||
|
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue