Added some functions and Updated examples
View CHANGELOG for details
This commit is contained in:
parent
818e79638b
commit
e9143b8a8d
35 changed files with 586 additions and 199 deletions
19
CHANGELOG
19
CHANGELOG
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@ -1,8 +1,25 @@
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changelog
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---------
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Current: raylib 1.0 (November 2013)
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Current: raylib 1.0.1 (November 2013)
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-----------------------------------------------
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Update: raylib 1.0.1 (28 November 2013)
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-----------------------------------------------
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[text] DrawText() - Removed spacing parameter
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[text] MeasureText() - Removed spacing parameter
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[text] DrawFps() - Renamed to DrawFPS() for coherence with similar function
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[core] IsKeyPressed() - Change functionality, check if key pressed once
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[core] IsKeyDown() - Added, check if key is being pressed
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[core] IsKeyReleased() - Change functionality, chek if key released once
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[core] IsKeyUp() - Added, check if key is being NOT pressed
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[core] IsMouseButtonDown() - Added, check if mouse button is being pressed
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[core] IsMouseButtonPressed() - Change functionality, check if mouse button pressed once
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[core] IsMouseButtonUp() - Added, check if mouse button is NOT being pressed
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[core] IsMouseButtonReleased() - Change functionality, check if mouse button released once
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[textures] DrawTexturePro() - Added, texture drawing with 'pro' parameters
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[examples] Function changes applied to ALL examples
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-----------------------------------------------
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Release: raylib 1.0.0 (18 November 2013)
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@ -13,38 +13,38 @@
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib example 01a - basic window");
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Congrats! You created your first window!", 190, 200, 20, 1, LIGHTGRAY);
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib example 02a - raylib logo");
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
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DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
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DrawText("raylib", 356, 273, 50, 1, BLACK);
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DrawText("raylib", 356, 273, 50, BLACK);
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DrawText("this is NOT a texture!", 350, 370, 10, 1, GRAY);
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DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib example 02b - basic shapes drawing");
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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@ -61,13 +61,13 @@ void DrawPolyLine(Vector2 *points, int numPoints, Color color);
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DrawText("_____", 320, 280, 50, 1, BLACK);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib example 02c - raylib color palette");
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("raylib color palette", 28, 42, 20, 2, BLACK);
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DrawText("raylib color palette", 28, 42, 20, BLACK);
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DrawRectangle(26, 80, 100, 100, DARKGRAY);
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DrawRectangle(26, 188, 100, 100, GRAY);
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DrawRectangle(674, 296, 100, 100, BEIGE);
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DrawText("DARKGRAY", 57, 166, 10, 2, BLACK);
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DrawText("GRAY", 89, 274, 10, 2, BLACK);
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DrawText("LIGHTGRAY", 51, 382, 10, 2, BLACK);
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DrawText("MAROON", 180, 166, 10, 2, BLACK);
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DrawText("RED", 207, 274, 10, 2, BLACK);
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DrawText("PINK", 200, 382, 10, 2, BLACK);
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DrawText("ORANGE", 290, 166, 10, 2, BLACK);
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DrawText("GOLD", 306, 274, 10, 2, BLACK);
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DrawText("YELLOW", 290, 382, 10, 2, BLACK);
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DrawText("DARKGREEN", 374, 166, 10, 2, BLACK);
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DrawText("LIME", 417, 274, 10, 2, BLACK);
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DrawText("GREEN", 407, 382, 10, 2, BLACK);
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DrawText("DARKBLUE", 491, 166, 10, 2, BLACK);
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DrawText("BLUE", 523, 274, 10, 2, BLACK);
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DrawText("SKYBLUE", 499, 382, 10, 2, BLACK);
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DrawText("DARKPURPLE", 582, 166, 10, 2, BLACK);
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DrawText("VIOLET", 617, 274, 10, 2, BLACK);
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DrawText("PURPLE", 615, 382, 10, 2, BLACK);
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DrawText("DARKBROWN", 695, 166, 10, 2, BLACK);
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DrawText("BROWN", 728, 274, 10, 2, BLACK);
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DrawText("BEIGE", 733, 382, 10, 2, BLACK);
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DrawText("DARKGRAY", 65, 166, 10, BLACK);
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DrawText("GRAY", 93, 274, 10, BLACK);
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DrawText("LIGHTGRAY", 61, 382, 10, BLACK);
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DrawText("MAROON", 186, 166, 10, BLACK);
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DrawText("RED", 208, 274, 10, BLACK);
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DrawText("PINK", 204, 382, 10, BLACK);
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DrawText("ORANGE", 295, 166, 10, BLACK);
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DrawText("GOLD", 310, 274, 10, BLACK);
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DrawText("YELLOW", 300, 382, 10, BLACK);
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DrawText("DARKGREEN", 382, 166, 10, BLACK);
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DrawText("LIME", 420, 274, 10, BLACK);
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DrawText("GREEN", 410, 382, 10, BLACK);
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DrawText("DARKBLUE", 498, 166, 10, BLACK);
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DrawText("BLUE", 526, 274, 10, BLACK);
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DrawText("SKYBLUE", 505, 382, 10, BLACK);
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DrawText("DARKPURPLE", 592, 166, 10, BLACK);
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DrawText("VIOLET", 621, 274, 10, BLACK);
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DrawText("PURPLE", 620, 382, 10, BLACK);
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DrawText("DARKBROWN", 705, 166, 10, BLACK);
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DrawText("BROWN", 733, 274, 10, BLACK);
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DrawText("BEIGE", 737, 382, 10, BLACK);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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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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{
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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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Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
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// Initialization
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib example 05 - keyboard input");
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//----------------------------------------------------------
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SetTargetFPS(60); // Set target 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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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_RIGHT)) ballPosition.x += 0.8;
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if (IsKeyPressed(KEY_LEFT)) ballPosition.x -= 0.8;
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if (IsKeyPressed(KEY_UP)) ballPosition.y -= 0.8;
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if (IsKeyPressed(KEY_DOWN)) ballPosition.y += 0.8;
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("move the ball with arrow keys", 10, 10, 20, 1, DARKGRAY);
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DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
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DrawCircleV(ballPosition, 50, MAROON);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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int counter = 0;
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int mouseX, mouseY;
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// Initialization
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib example 06 - mouse input");
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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mouseX = GetMouseX();
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ballPosition.x = (float)mouseX;
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ballPosition.y = (float)mouseY;
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}
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawCircleV(ballPosition, 40, GOLD);
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DrawText("mouse click to draw the ball", 10, 10, 20, 1, DARKGRAY);
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DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
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Vector2 gamepadMove = { 0, 0 };
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// Initialization
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib example 01 - gamepad input");
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//----------------------------------------------------------
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SetTargetFPS(60); // Set target 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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//----------------------------------------------------------------------------------
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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gamepadMove = GetGamepadMovement(GAMEPAD_PLAYER1);
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ballPosition.y = 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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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("move the ball with gamepad", 10, 10, 20, 1, DARKGRAY);
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DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
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DrawCircleV(ballPosition, 50, MAROON);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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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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{
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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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InitWindow(screenWidth, screenHeight, "raylib example 04a - texture loading and drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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//----------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTexture(texture, screenWidth/2 - texture.width/2,
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screenHeight/2 - texture.height/2, WHITE);
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DrawText("this IS a texture!", 360, 370, 10, 1, GRAY);
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DrawText("this IS a texture!", 360, 370, 10, GRAY);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//---------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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}
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int main()
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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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InitWindow(screenWidth, screenHeight, "raylib example 04b - texture rectangle");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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//----------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -44,15 +44,15 @@ int main()
|
|||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint);
|
||||
*/
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Texture unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,27 +13,27 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 05a - sprite fonts");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont font = LoadSpriteFont("resources/custom_font.png"); // SpriteFont loading
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -44,15 +44,15 @@ int main()
|
|||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint);
|
||||
*/
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font); // SpriteFont unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,27 +13,27 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 04b - texture rectangle");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont font = LoadSpriteFont("resources/custom_font.rbmf"); // SpriteFont loading
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -44,15 +44,15 @@ int main()
|
|||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint);
|
||||
*/
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font); // SpriteFont unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,24 +13,24 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 06a - color selection");
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -38,13 +38,13 @@ int main()
|
|||
// TODO: Comming soon...
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,24 +13,24 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 06b - shape selection");
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -38,13 +38,13 @@ int main()
|
|||
// TODO: Comming soon...
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,24 +13,24 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 06c - font selection");
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -38,13 +38,13 @@ int main()
|
|||
// TODO: Comming soon...
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
|
@ -25,9 +26,24 @@ int main()
|
|||
InitWindow(screenWidth, screenHeight, "raylib example 07a - 3d mode");
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
||||
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 07a - 3d mode");
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
|
@ -60,5 +76,39 @@ int main()
|
|||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(WHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(position, 2, 2, 2, RED);
|
||||
|
||||
DrawGrid(10.0, 1.0);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
return 0;
|
||||
}
|
Binary file not shown.
|
@ -13,12 +13,20 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
=======
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
>>>>>>> Added some functions and examples update
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
<<<<<<< HEAD
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
// Initialization
|
||||
|
@ -28,9 +36,19 @@ int main()
|
|||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 07b - 3d shapes");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
|
@ -45,6 +63,22 @@ int main()
|
|||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(position, 2, 2, 2, RED); // Draw a cube
|
||||
=======
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(position, 2, 2, 2, RED); // Draw a cube
|
||||
>>>>>>> Added some functions and examples update
|
||||
DrawCubeWires(position, 2, 2, 2, MAROON); // Draw a wired-cube
|
||||
|
||||
// TODO: Draw some basic 3d shapes
|
||||
|
@ -58,6 +92,7 @@ void DrawSphereWires(Vector3 centerPos, float radius, Color color);
|
|||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
|
||||
*/
|
||||
<<<<<<< HEAD
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
@ -73,5 +108,22 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
|
|||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
return 0;
|
||||
}
|
|
@ -13,12 +13,20 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
=======
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
>>>>>>> Added some functions and examples update
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
<<<<<<< HEAD
|
||||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
// Initialization
|
||||
|
@ -31,9 +39,22 @@ int main()
|
|||
Model cat = LoadModel("resources/cat.obj");
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 07c - 3d models");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
Texture2D texture = LoadTexture("resources/catwhite.png");
|
||||
Model cat = LoadModel("resources/cat.obj");
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KEY_LEFT)) position.x -= 0.2;
|
||||
|
@ -51,10 +72,30 @@ int main()
|
|||
Begin3dMode(camera);
|
||||
|
||||
DrawModelEx(cat, texture, position, 0.1f, WHITE); // Draw 3d model with texture
|
||||
=======
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_LEFT)) position.x -= 0.2;
|
||||
if (IsKeyPressed(KEY_RIGHT)) position.x += 0.2;
|
||||
if (IsKeyPressed(KEY_UP)) position.z -= 0.2;
|
||||
if (IsKeyPressed(KEY_DOWN)) position.z += 0.2;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModelEx(cat, texture, position, 0.1f, WHITE); // Draw 3d model with texture
|
||||
>>>>>>> Added some functions and examples update
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
DrawGizmo(position, false);
|
||||
<<<<<<< HEAD
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -66,11 +107,30 @@ int main()
|
|||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
=======
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
>>>>>>> Added some functions and examples update
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(cat); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
return 0;
|
||||
}
|
Binary file not shown.
|
@ -13,6 +13,7 @@
|
|||
|
||||
int main()
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
|
@ -28,9 +29,24 @@ int main()
|
|||
bool previousKeyState = currentKeyState;
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib example 08 - audio loading and playing");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fx = LoadSound("resources/coin.wav"); // Load WAV audio file
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
currentKeyState = IsKeyPressed(KEY_SPACE); // Check if Space have been pressed
|
||||
|
@ -65,5 +81,33 @@ int main()
|
|||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
=======
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fx); // Play the sound!
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Press SPACE to PLAY the SOUND!", 240, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(fx); // Unload sound data
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
>>>>>>> Added some functions and examples update
|
||||
return 0;
|
||||
}
|
|
@ -260,19 +260,25 @@ int GetHexValue(Color color); // Returns hexadecimal v
|
|||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
bool IsKeyPressed(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key is NOT being pressed
|
||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
int GetMouseX(); // Returns mouse position X
|
||||
int GetMouseY(); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(); // Returns mouse position XY
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
|
@ -305,19 +311,20 @@ Texture2D LoadTexture(const char *fileName);
|
|||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Font Loading and Text Drawing Functions (Module: text)
|
||||
//------------------------------------------------------------------------------------
|
||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font)
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont
|
||||
int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font
|
||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
|
||||
void DrawFps(int posX, int posY); // Shows current FPS on top-left corner
|
||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
Binary file not shown.
117
src/core.c
117
src/core.c
|
@ -61,6 +61,15 @@ static double targetTime = 0; // Desired time for one frame, if 0
|
|||
static int windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11)
|
||||
static char *windowTitle; // Required to switch between windowed/fullscren mode (F11)
|
||||
|
||||
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
|
||||
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
|
||||
|
||||
static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
|
||||
static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
|
||||
|
||||
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
|
||||
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Other Modules Functions Declaration (required by core)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -289,29 +298,97 @@ int GetHexValue(Color color)
|
|||
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Detect if a key is being pressed (key held down)
|
||||
// Detect if a key has been pressed once
|
||||
bool IsKeyPressed(int key)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentKeyState[key] = IsKeyDown(key);
|
||||
|
||||
if (currentKeyState[key] != previousKeyState[key])
|
||||
{
|
||||
if (currentKeyState[key]) ret = true;
|
||||
previousKeyState[key] = currentKeyState[key];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Detect if a key is being pressed (key held down)
|
||||
bool IsKeyDown(int key)
|
||||
{
|
||||
if (glfwGetKey(window, key) == GLFW_PRESS) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// Detect if a key is NOT being pressed (key not held down)
|
||||
// Detect if a key has been released once
|
||||
bool IsKeyReleased(int key)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentKeyState[key] = IsKeyUp(key);
|
||||
|
||||
if (currentKeyState[key] != previousKeyState[key])
|
||||
{
|
||||
if (currentKeyState[key]) ret = true;
|
||||
previousKeyState[key] = currentKeyState[key];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Detect if a key is NOT being pressed (key not held down)
|
||||
bool IsKeyUp(int key)
|
||||
{
|
||||
if (glfwGetKey(window, key) == GLFW_RELEASE) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// Detect if a mouse button is being pressed
|
||||
// Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonPressed(int button)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentMouseState[button] = IsMouseButtonDown(button);
|
||||
|
||||
if (currentMouseState[button] != previousMouseState[button])
|
||||
{
|
||||
if (currentMouseState[button]) ret = true;
|
||||
previousMouseState[button] = currentMouseState[button];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonDown(int button)
|
||||
{
|
||||
if (glfwGetMouseButton(window, button) == GLFW_PRESS) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// Detect if a mouse button is NOT being pressed
|
||||
// Detect if a mouse button has been released once
|
||||
bool IsMouseButtonReleased(int button)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentMouseState[button] = IsMouseButtonUp(button);
|
||||
|
||||
if (currentMouseState[button] != previousMouseState[button])
|
||||
{
|
||||
if (currentMouseState[button]) ret = true;
|
||||
previousMouseState[button] = currentMouseState[button];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Detect if a mouse button is NOT being pressed
|
||||
bool IsMouseButtonUp(int button)
|
||||
{
|
||||
if (glfwGetMouseButton(window, button) == GLFW_RELEASE) return true;
|
||||
else return false;
|
||||
|
@ -385,6 +462,22 @@ Vector2 GetGamepadMovement(int gamepad)
|
|||
|
||||
// Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonPressed(int gamepad, int button)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
|
||||
|
||||
if (currentGamepadState[button] != previousGamepadState[button])
|
||||
{
|
||||
if (currentGamepadState[button]) ret = true;
|
||||
previousGamepadState[button] = currentGamepadState[button];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool IsGamepadButtonDown(int gamepad, int button)
|
||||
{
|
||||
const unsigned char* buttons;
|
||||
int buttonsCount;
|
||||
|
@ -400,6 +493,22 @@ bool IsGamepadButtonPressed(int gamepad, int button)
|
|||
|
||||
// Detect if a gamepad button is NOT being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
|
||||
|
||||
if (currentGamepadState[button] != previousGamepadState[button])
|
||||
{
|
||||
if (currentGamepadState[button]) ret = true;
|
||||
previousGamepadState[button] = currentGamepadState[button];
|
||||
}
|
||||
else ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool IsGamepadButtonUp(int gamepad, int button)
|
||||
{
|
||||
const unsigned char* buttons;
|
||||
int buttonsCount;
|
||||
|
|
27
src/raylib.h
27
src/raylib.h
|
@ -260,19 +260,25 @@ int GetHexValue(Color color); // Returns hexadecimal v
|
|||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
bool IsKeyPressed(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key is NOT being pressed
|
||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
int GetMouseX(); // Returns mouse position X
|
||||
int GetMouseY(); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(); // Returns mouse position XY
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
|
@ -305,19 +311,20 @@ Texture2D LoadTexture(const char *fileName);
|
|||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Font Loading and Text Drawing Functions (Module: text)
|
||||
//------------------------------------------------------------------------------------
|
||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font)
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont
|
||||
int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font
|
||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
|
||||
void DrawFps(int posX, int posY); // Shows current FPS on top-left corner
|
||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
15
src/text.c
15
src/text.c
|
@ -283,11 +283,11 @@ void UnloadSpriteFont(SpriteFont spriteFont)
|
|||
|
||||
// Draw text (using default font)
|
||||
// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used
|
||||
void DrawText(const char* text, int posX, int posY, int fontSize, int spacing, Color color)
|
||||
void DrawText(const char* text, int posX, int posY, int fontSize, Color color)
|
||||
{
|
||||
Vector2 position = { (float)posX, (float)posY };
|
||||
|
||||
DrawTextEx(defaultFont, text, position, fontSize, spacing, color);
|
||||
DrawTextEx(defaultFont, text, position, fontSize, 1, color);
|
||||
}
|
||||
|
||||
// Formatting of text with variables to 'embed'
|
||||
|
@ -349,16 +349,15 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
|
|||
}
|
||||
|
||||
// Measure string width for default font
|
||||
int MeasureText(const char *text, int fontSize, int spacing)
|
||||
int MeasureText(const char *text, int fontSize)
|
||||
{
|
||||
Vector2 vec;
|
||||
|
||||
vec = MeasureTextEx(defaultFont, text, fontSize, spacing);
|
||||
vec = MeasureTextEx(defaultFont, text, fontSize, 1);
|
||||
|
||||
return (int)vec.x;
|
||||
}
|
||||
|
||||
|
||||
// Measure string size for SpriteFont
|
||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing)
|
||||
{
|
||||
|
@ -391,7 +390,7 @@ int GetFontBaseSize(SpriteFont spriteFont)
|
|||
|
||||
// Shows current FPS on top-left corner
|
||||
// NOTE: Uses default font
|
||||
void DrawFps(int posX, int posY)
|
||||
void DrawFPS(int posX, int posY)
|
||||
{
|
||||
// NOTE: We are rendering fps every second for better viewing on high framerates
|
||||
static float fps;
|
||||
|
@ -403,7 +402,7 @@ void DrawFps(int posX, int posY)
|
|||
if (counter < refreshRate)
|
||||
{
|
||||
sprintf(buffer, "%2.0f FPS", fps);
|
||||
DrawText(buffer, posX, posY, 20, 1, LIME);
|
||||
DrawText(buffer, posX, posY, 20, LIME);
|
||||
|
||||
counter++;
|
||||
}
|
||||
|
@ -412,7 +411,7 @@ void DrawFps(int posX, int posY)
|
|||
fps = GetFPS();
|
||||
refreshRate = fps;
|
||||
sprintf(buffer, "%2.0f FPS", fps);
|
||||
DrawText(buffer, posX, posY, 20, 1, LIME);
|
||||
DrawText(buffer, posX, posY, 20, LIME);
|
||||
|
||||
counter = 0;
|
||||
}
|
||||
|
|
|
@ -197,7 +197,7 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
|
|||
}
|
||||
|
||||
// Draw a part of a texture (defined by a rectangle)
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint)
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D); // Enable textures usage
|
||||
|
||||
|
@ -205,7 +205,7 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, fl
|
|||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, 0);
|
||||
glScalef(scale, scale, 1.0f);
|
||||
//glScalef(1.0f, 1.0f, 1.0f);
|
||||
//glRotatef(rotation, 0, 0, 1);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
|
@ -233,6 +233,44 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, fl
|
|||
glDisable(GL_TEXTURE_2D); // Disable textures usage
|
||||
}
|
||||
|
||||
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
|
||||
// TODO: Test this function...
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D); // Enable textures usage
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(-origin.x, -origin.y, 0);
|
||||
glRotatef(rotation, 0, 0, 1);
|
||||
glTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
|
||||
|
||||
// Bottom-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex2f(0.0f, 0.0f);
|
||||
|
||||
// Bottom-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex2f(destRec.width, 0.0f);
|
||||
|
||||
// Top-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex2f(destRec.width, destRec.height);
|
||||
|
||||
// Top-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex2f(0.0f, destRec.height);
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
|
||||
glDisable(GL_TEXTURE_2D); // Disable textures usage
|
||||
}
|
||||
|
||||
// Creates a bitmap (BMP) file from an array of pixel data
|
||||
// NOTE: This function is only used by module [core], not explicitly available to raylib users
|
||||
extern void WriteBitmap(const char *fileName, const Color *imgDataPixel, int width, int height)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue