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Fixed line endings

- Line endings were not correct causing files to not display correctly.
This commit is contained in:
Chris 2018-10-23 21:57:39 +01:00
commit 3eb0989ec1
70 changed files with 7119 additions and 523 deletions

File diff suppressed because one or more lines are too long

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@ -3,5 +3,96 @@ using static Raylib.Raylib;
public partial class audio_music_stream public partial class audio_music_stream
{ {
/******************************************************************************************* * * raylib [audio] example - IntPtr playing (streaming) * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)"); InitAudioDevice(); // Initialize audio device var music = LoadMusicStream("resources/guitar_noodling.ogg"); PlayMusicStream(music); float timePlayed = 0.0f; bool pause = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateMusicStream(music); // Update music buffer with new stream data // Restart music playing (stop and play) if (IsKeyPressed(KEY_SPACE)) { StopMusicStream(music); PlayMusicStream(music); } // Pause/Resume music playing if (IsKeyPressed(KEY_P)) { pause = !pause; if (pause) PauseMusicStream(music); else ResumeMusicStream(music); } // Get timePlayed scaled to bar dimensions (400 pixels) timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY); DrawRectangle(200, 200, 400, 12, LIGHTGRAY); DrawRectangle(200, 200, (int)timePlayed, 12, MAROON); DrawRectangleLines(200, 200, 400, 12, GRAY); DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY); DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadMusicStream(music); // Unload music stream buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [audio] example - IntPtr playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
var music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -1,11 +1,119 @@
using System; using System;
using Raylib; using Raylib;
using static Raylib.Raylib; using static Raylib.Raylib;
public partial class audio_raw_stream public partial class audio_raw_stream
{ {
/******************************************************************************************* * * raylib [audio] example - Raw audio streaming * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public const int MAX_SAMPLES = 22050; public const int MAX_SAMPLES_PER_UPDATE = 4096; public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitAudioDevice(); // Initialize audio device // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono) AudioStream stream = InitAudioStream(22050, 16, 1); /*******************************************************************************************
*
// Generate samples data from sine wave * raylib [audio] example - Raw audio streaming
short[] data = new short[MAX_SAMPLES]; //short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES); // TODO: Review data generation, it seems data is discontinued for loop, // for that reason, there is a clip everytime audio stream is looped... for (int i = 0; i < MAX_SAMPLES; i++) { data[i] = (short)(Math.Sin(((2*Math.PI*(float)i)/2)*DEG2RAD)*32000); } PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) int totalSamples = MAX_SAMPLES; int samplesLeft = totalSamples; Vector2 position = new Vector2( 0, 0 ); SetTargetFPS(30); // Set our game to run at 30 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Refill audio stream if required // NOTE: Every update we check if stream data has been already consumed and we update // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE), // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data... if (IsAudioBufferProcessed(stream)) { int numSamples = 0; if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE; else numSamples = samplesLeft; // UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples); samplesLeft -= numSamples; // Reset samples feeding (loop audio) if (samplesLeft <= 0) samplesLeft = totalSamples; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY); // NOTE: Draw a part of the sine wave (only screen width, proportional values) for (int i = 0; i < GetScreenWidth(); i++) { position.x = i; position.y = 250 + 50*data[i]/32000; DrawPixelV(position, RED); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // free(data); // Unload sine wave data CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } *
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const int MAX_SAMPLES = 22050;
public const int MAX_SAMPLES_PER_UPDATE = 4096;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
short[] data = new short[MAX_SAMPLES];
//short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(Math.Sin(((2*Math.PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = new Vector2( 0, 0 );
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
// UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

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@ -3,5 +3,70 @@ using static Raylib.Raylib;
public partial class audio_sound_loading public partial class audio_sound_loading
{ {
/******************************************************************************************* * * raylib [audio] example - Sound loading and playing * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing"); InitAudioDevice(); // Initialize audio device Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY); DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadSound(fxWav); // Unload sound data UnloadSound(fxOgg); // Unload sound data CloseAudioDevice(); // Close audio device CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

File diff suppressed because one or more lines are too long

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@ -5,5 +5,100 @@ using static Raylib.CameraMode;
public partial class core_3d_camera_first_person public partial class core_3d_camera_first_person
{ {
/******************************************************************************************* * * raylib [core] example - 3d camera first person * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public const int MAX_COLUMNS = 20; public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) Camera3D camera = new Camera3D(); camera.position = new Vector3( 4.0f, 2.0f, 4.0f ); camera.target = new Vector3( 0.0f, 1.8f, 0.0f ); camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); camera.fovy = 60.0f; camera.type = (int)CAMERA_PERSPECTIVE; // Generates some random columns float[] heights = new float[MAX_COLUMNS]; Vector3[] positions = new Vector3[MAX_COLUMNS]; Color[] colors = new Color[MAX_COLUMNS]; for (int i = 0; i < MAX_COLUMNS; i++) { heights[i] = (float)GetRandomValue(1, 12); positions[i] = new Vector3( GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) ); colors[i] = new Color( GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 ); } SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawPlane(new Vector3( 0.0f, 0.0f, 0.0f ), new Vector2( 32.0f, 32.0f ), LIGHTGRAY); // Draw ground DrawCube(new Vector3( -16.0f, 2.5f, 0.0f ), 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall DrawCube(new Vector3( 16.0f, 2.5f, 0.0f ), 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall DrawCube(new Vector3( 0.0f, 2.5f, 16.0f ), 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall // Draw some cubes around for (int i = 0; i < MAX_COLUMNS; i++) { DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]); DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON); } EndMode3D(); DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 220, 70, BLUE); DrawText("First person camera default controls:", 20, 20, 10, BLACK); DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY); DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const int MAX_COLUMNS = 20;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera3D camera = new Camera3D();
camera.position = new Vector3( 4.0f, 2.0f, 4.0f );
camera.target = new Vector3( 0.0f, 1.8f, 0.0f );
camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
camera.fovy = 60.0f;
camera.type = (int)CAMERA_PERSPECTIVE;
// Generates some random columns
float[] heights = new float[MAX_COLUMNS];
Vector3[] positions = new Vector3[MAX_COLUMNS];
Color[] colors = new Color[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = new Vector3( GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) );
colors[i] = new Color( GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 );
}
SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawPlane(new Vector3( 0.0f, 0.0f, 0.0f ), new Vector2( 32.0f, 32.0f ), LIGHTGRAY); // Draw ground
DrawCube(new Vector3( -16.0f, 2.5f, 0.0f ), 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube(new Vector3( 16.0f, 2.5f, 0.0f ), 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube(new Vector3( 0.0f, 2.5f, 16.0f ), 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -5,5 +5,86 @@ using static Raylib.CameraMode;
public partial class core_3d_camera_free public partial class core_3d_camera_free
{ {
/******************************************************************************************* * * raylib [core] example - Initialize 3d camera free * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world Camera3D camera; camera.position = new Vector3( 10.0f, 10.0f, 10.0f ); // Camera3D position camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target) camera.fovy = 45.0f; // Camera3D field-of-view Y camera.type = (int)CAMERA_PERSPECTIVE; // Camera3D mode type Vector3 cubePosition = new Vector3( 0.0f, 0.0f, 0.0f ); SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera); // Update camera if (IsKeyDown('Z')) camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); EndMode3D(); DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 320, 133, BLUE); DrawText("Free camera default controls:", 20, 20, 10, BLACK); DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY); DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY); DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY); DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera3D camera;
camera.position = new Vector3( 10.0f, 10.0f, 10.0f ); // Camera3D position
camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point
camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target)
camera.fovy = 45.0f; // Camera3D field-of-view Y
camera.type = (int)CAMERA_PERSPECTIVE; // Camera3D mode type
Vector3 cubePosition = new Vector3( 0.0f, 0.0f, 0.0f );
SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera); // Update camera
if (IsKeyDown('Z')) camera.target = new Vector3( 0.0f, 0.0f, 0.0f );
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -4,5 +4,76 @@ using static Raylib.CameraType;
public partial class core_3d_mode public partial class core_3d_mode
{ {
/******************************************************************************************* * * raylib [core] example - Initialize 3d mode * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode"); // Define the camera to look into our 3d world Camera3D camera; camera.position = new Vector3( 0.0f, 10.0f, 10.0f ); // Camera3D position camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target) camera.fovy = 45.0f; // Camera3D field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type Vector3 cubePosition = new Vector3( 0.0f, 0.0f, 0.0f ); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Initialize 3d mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera3D camera;
camera.position = new Vector3( 0.0f, 10.0f, 10.0f ); // Camera3D position
camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point
camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target)
camera.fovy = 45.0f; // Camera3D field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
Vector3 cubePosition = new Vector3( 0.0f, 0.0f, 0.0f );
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -5,5 +5,106 @@ using static Raylib.CameraMode;
public partial class core_3d_picking public partial class core_3d_picking
{ {
/******************************************************************************************* * * raylib [core] example - Picking in 3d mode * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking"); // Define the camera to look into our 3d world Camera3D camera; camera.position = new Vector3( 10.0f, 10.0f, 10.0f ); // Camera3D position camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target) camera.fovy = 45.0f; // Camera3D field-of-view Y camera.type = (int)CAMERA_PERSPECTIVE; // Camera3D mode type Vector3 cubePosition = new Vector3( 0.0f, 1.0f, 0.0f ); Vector3 cubeSize = new Vector3( 2.0f, 2.0f, 2.0f ); Ray ray = new Ray(new Vector3(0.0f, 0.0f, 0.0f), Vector3.Zero); // Picking line ray bool collision = false; SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera); // Update camera if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { ray = GetMouseRay(GetMousePosition(), camera); // Check collision between ray and box collision = CheckCollisionRayBox(ray, new BoundingBox(new Vector3( cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 ), new Vector3( cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 ))); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); if (collision) { DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED); DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON); DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN); } else { DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY); DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY); } DrawRay(ray, MAROON); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY); if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Picking in 3d mode
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera3D camera;
camera.position = new Vector3( 10.0f, 10.0f, 10.0f ); // Camera3D position
camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); // Camera3D looking at point
camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target)
camera.fovy = 45.0f; // Camera3D field-of-view Y
camera.type = (int)CAMERA_PERSPECTIVE; // Camera3D mode type
Vector3 cubePosition = new Vector3( 0.0f, 1.0f, 0.0f );
Vector3 cubeSize = new Vector3( 2.0f, 2.0f, 2.0f );
Ray ray = new Ray(new Vector3(0.0f, 0.0f, 0.0f), Vector3.Zero); // Picking line ray
bool collision = false;
SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
new BoundingBox(new Vector3( cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 ),
new Vector3( cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 )));
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -1 +1,67 @@
using Raylib; using static Raylib.Raylib; public partial class core_basic_window { /******************************************************************************************* * * raylib [core] example - Basic window * * Welcome to raylib! * * To test examples, just press F6 and execute raylib_compile_execute script * Note that compiled executable is placed in the same folder as .c file * * You can find all basic examples on C:\raylib\raylib\examples folder or * raylib official webpage: www.raylib.com * * Enjoy using raylib. :) * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Congrats! You created your first window!", 190, 200, 20, MAROON); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } } using Raylib;
using static Raylib.Raylib;
public partial class core_basic_window
{
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -3,5 +3,84 @@ using static Raylib.Raylib;
public partial class Examples public partial class Examples
{ {
/******************************************************************************************* * * raylib [core] example - Basic window (adapted for HTML5 platform) * * This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI * As you will notice, code structure is slightly diferent to the other examples... * To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ //#define PLATFORM_WEB #include <emscripten/emscripten.h> //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main Enry Point //---------------------------------------------------------------------------------- public static void Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { UpdateDrawFrame(); } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } /*******************************************************************************************
*
* raylib [core] example - Basic window (adapted for HTML5 platform)
*
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
* As you will notice, code structure is slightly diferent to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
//#define PLATFORM_WEB
#include <emscripten/emscripten.h>
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
public static void Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
} }

View file

@ -3,5 +3,97 @@ using static Raylib.Raylib;
public partial class core_color_select public partial class core_color_select
{ {
/******************************************************************************************* * * raylib [core] example - Color selection by mouse (collision detection) * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)"); Color[] colors = new Color[21] { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN, GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; Rectangle[] colorsRecs = new Rectangle[21]; // Rectangles array // Fills colorsRecs data (for every rectangle) for (int i = 0; i < 21; i++) { colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7); colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7); colorsRecs[i].width = 100; colorsRecs[i].height = 100; } bool[] selected = new bool[21]; // Selected rectangles indicator Vector2 mousePoint; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- mousePoint = GetMousePosition(); for (int i = 0; i < 21; i++) // Iterate along all the rectangles { if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) { colors[i].a = 120; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i]; } else colors[i].a = 255; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < 21; i++) // Draw all rectangles { DrawRectangleRec(colorsRecs[i], colors[i]); // Draw four rectangles around selected rectangle if (selected[i]) { DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle DrawRectangle((int)colorsRecs[i].x + 90, (int)colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle } } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Color selection by mouse (collision detection)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color[] colors = new Color[21] { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle[] colorsRecs = new Rectangle[21]; // Rectangles array
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
bool[] selected = new bool[21]; // Selected rectangles indicator
Vector2 mousePoint;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
colors[i].a = 120;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
}
else colors[i].a = 255;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 21; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle
if (selected[i])
{
DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
DrawRectangle((int)colorsRecs[i].x + 90, (int)colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
DrawRectangle((int)colorsRecs[i].x, (int)colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,5 +3,84 @@ using static Raylib.Raylib;
public partial class Examples public partial class Examples
{ {
/******************************************************************************************* * * raylib [core] example - Custom logging * * This example has been created using raylib 2.1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2018 Ramon Santamaria (@raysan5) and Pablo Marcos Oltra (@pamarcos) * ********************************************************************************************/ // Custom logging funtion void LogCustom(int msgType, const char *text, va_list args) { char timeStr[64]; time_t now = time(NULL); struct tm *tm_info = localtime(&now); strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info); printf("[%s] ", timeStr); switch (msgType) { case LOG_INFO: printf("[INFO] : "); break; case LOG_ERROR: printf("[ERROR]: "); break; case LOG_WARNING: printf("[WARN] : "); break; case LOG_DEBUG: printf("[DEBUG]: "); break; default: break; } vprintf(text, args); printf("\n"); } public static int core_custom_logging() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; // First thing we do is setting our custom logger to ensure everything raylib logs // will use our own logger instead of its internal one SetTraceLogCallback(LogCustom); InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Custom logging
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 Ramon Santamaria (@raysan5) and Pablo Marcos Oltra (@pamarcos)
*
********************************************************************************************/
// Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args)
{
char timeStr[64];
time_t now = time(NULL);
struct tm *tm_info = localtime(&now);
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
printf("[%s] ", timeStr);
switch (msgType)
{
case LOG_INFO: printf("[INFO] : "); break;
case LOG_ERROR: printf("[ERROR]: "); break;
case LOG_WARNING: printf("[WARN] : "); break;
case LOG_DEBUG: printf("[DEBUG]: "); break;
default: break;
}
vprintf(text, args);
printf("\n");
}
public static int core_custom_logging()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(LogCustom);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,5 +3,79 @@ using static Raylib.Raylib;
public partial class core_drop_files public partial class core_drop_files
{ {
/******************************************************************************************* * * raylib [core] example - Windows drop files * * This example only works on platforms that support drag ref drop (Windows, Linux, OSX, Html5?) * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files"); int count = 0; string[] droppedFiles = { }; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsFileDropped()) { droppedFiles = GetDroppedFiles(ref count); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY); else { DrawText("Dropped files:", 100, 40, 20, DARKGRAY); for (int i = 0; i < count; i++) { if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f)); else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f)); DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY); } DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- ClearDroppedFiles(); // Clear internal buffers CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Windows drop files
*
* This example only works on platforms that support drag ref drop (Windows, Linux, OSX, Html5?)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
string[] droppedFiles = { };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
droppedFiles = GetDroppedFiles(ref count);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

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@ -3,170 +3,196 @@ using static Raylib.Raylib;
// using static Raylib.Gamepad; // using static Raylib.Gamepad;
public partial class core_input_gamepad public partial class core_input_gamepad
{ {
/******************************************************************************************* * * raylib [core] example - Gamepad input * * NOTE: This example requires a Gamepad connected to the system * raylib is configured to work with the following gamepads: * - Xbox 360 Controller (Xbox 360, Xbox One) * - PLAYSTATION(R)3 Controller * Check raylib.h for buttons configuration * * This example has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ /*******************************************************************************************
*
* raylib [core] example - Gamepad input
// NOTE: Gamepad name ID depends on drivers and OS *
//public const string XBOX360_NAME_ID = "Microsoft; //public const string PS3_NAME_ID = "PLAYSTATION(R)3; public const string XBOX360_NAME_ID = "Xbox"; public const string PS3_NAME_ID = "PLAYSTATION(R)3"; * NOTE: This example requires a Gamepad connected to the system
public static int Main() { * raylib is configured to work with the following gamepads:
// Initialization * - Xbox 360 Controller (Xbox 360, Xbox One)
//-------------------------------------------------------------------------------------- * - PLAYSTATION(R)3 Controller
int screenWidth = 800; int screenHeight = 450; * Check raylib.h for buttons configuration
*
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation * This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input"); *
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
Texture2D texPs3Pad = LoadTexture("resources/ps3.png"); Texture2D texXboxPad = LoadTexture("resources/xbox.png"); *
********************************************************************************************/
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// NOTE: Gamepad name ID depends on drivers and OS
// Main game loop //public const string XBOX360_NAME_ID = "Microsoft;
while (!WindowShouldClose()) // Detect window close button or ESC key //public const string PS3_NAME_ID = "PLAYSTATION(R)3;
{ public const string XBOX360_NAME_ID = "Xbox";
// Update public const string PS3_NAME_ID = "PLAYSTATION(R)3";
//----------------------------------------------------------------------------------
// ... public static int Main()
//---------------------------------------------------------------------------------- {
// Initialization
// Draw //--------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------- int screenWidth = 800;
BeginDrawing(); int screenHeight = 450;
ClearBackground(RAYWHITE); SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
if (IsGamepadAvailable(GAMEPAD_PLAYER1)) InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
{
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK); Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{ SetTargetFPS(60);
DrawTexture(texXboxPad, 0, 0, DARKGRAY); //--------------------------------------------------------------------------------------
// Draw buttons: xbox home // Main game loop
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED); while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw buttons: basic // Update
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED); //----------------------------------------------------------------------------------
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED); // ...
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE); //----------------------------------------------------------------------------------
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON); // Draw
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD); //----------------------------------------------------------------------------------
BeginDrawing();
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK); ClearBackground(RAYWHITE);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED); if (IsGamepadAvailable(GAMEPAD_PLAYER1))
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED); {
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED); DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
// Draw buttons: left-right back {
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED); DrawTexture(texXboxPad, 0, 0, DARKGRAY);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
// Draw buttons: xbox home
// Draw axis: left joystick if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY); // Draw buttons: basic
DrawCircle(259 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 20), if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
152 - (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * 20), 25, BLACK); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
// Draw axis: right joystick if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
DrawCircle(461, 237, 38, BLACK); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
DrawCircle(461, 237, 33, LIGHTGRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
DrawCircle(461 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X) * 20),
237 - (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y) * 20), 25, BLACK); // Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
// Draw axis: left-right triggers DrawRectangle(293, 228, 69, 19, BLACK);
DrawRectangle(170, 30, 15, 70, GRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
DrawRectangle(604, 30, 15, 70, GRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
DrawRectangle(170, 30, 15, (int)(((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)) / 2.0f) * 70), RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
DrawRectangle(604, 30, 15, (int)(((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)) / 2.0f) * 70), RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK); // Draw buttons: left-right back
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
} if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{ // Draw axis: left joystick
DrawTexture(texPs3Pad, 0, 0, DARKGRAY); DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
// Draw buttons: ps DrawCircle(259 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 20),
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED); 152 - (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * 20), 25, BLACK);
// Draw buttons: basic // Draw axis: right joystick
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED); DrawCircle(461, 237, 38, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle(new Vector2(436, 168), new Vector2(436, 185), new Vector2( DrawCircle(461, 237, 33, LIGHTGRAY);
464, 177 ), RED); DrawCircle(461 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X) * 20),
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME); 237 - (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y) * 20), 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET); // Draw axis: left-right triggers
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK); DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
// Draw buttons: d-pad DrawRectangle(170, 30, 15, (int)(((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)) / 2.0f) * 70), RED);
DrawRectangle(225, 132, 24, 84, BLACK); DrawRectangle(604, 30, 15, (int)(((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)) / 2.0f) * 70), RED);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED); //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED); //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED); }
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED); else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
{
// Draw buttons: left-right back buttons DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED); // Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK); // Draw buttons: basic
DrawCircle(319, 255, 31, LIGHTGRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
DrawCircle(319 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X) * 20), if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle(new Vector2(436, 168), new Vector2(436, 185), new Vector2(
255 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y) * 20), 25, BLACK); 464, 177 ), RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
// Draw axis: right joystick if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
DrawCircle(475, 255, 35, BLACK); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
DrawCircle(475, 255, 31, LIGHTGRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
DrawCircle(475 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X) * 20),
255 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y) * 20), 25, BLACK); // Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
// Draw axis: left-right triggers DrawRectangle(195, 161, 84, 25, BLACK);
DrawRectangle(169, 48, 15, 70, GRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
DrawRectangle(611, 48, 15, 70, GRAY); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
DrawRectangle(169, 48, 15, (int)(((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2)) / 2.0f) * 70), RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
DrawRectangle(611, 48, 15, (int)(((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2)) / 2.0f) * 70), RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
} else {
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY); // Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
// TODO: Draw generic gamepad if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
}
// Draw axis: left joystick
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON); DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++) DrawCircle(319 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X) * 20),
{ 255 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y) * 20), 25, BLACK);
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20 * i, 10, DARKGRAY);
} // Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED); DrawCircle(475, 255, 31, LIGHTGRAY);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY); DrawCircle(475 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X) * 20),
} 255 + (int)(GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y) * 20), 25, BLACK);
else
{ // Draw axis: left-right triggers
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY); DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY); DrawRectangle(169, 48, 15, (int)(((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2)) / 2.0f) * 70), RED);
} DrawRectangle(611, 48, 15, (int)(((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2)) / 2.0f) * 70), RED);
}
EndDrawing(); else
//---------------------------------------------------------------------------------- {
} DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// De-Initialization // TODO: Draw generic gamepad
//-------------------------------------------------------------------------------------- }
UnloadTexture(texPs3Pad); UnloadTexture(texXboxPad);
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{
return 0; } DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20 * i, 10, DARKGRAY);
}
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else
{
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,5 +3,62 @@ using static Raylib.Raylib;
public partial class core_input_keys public partial class core_input_keys
{ {
/******************************************************************************************* * * raylib [core] example - Keyboard input * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input"); Vector2 ballPosition = new Vector2( (float)screenWidth/2, (float)screenHeight/2 ); SetTargetFPS(60); // Set target frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f; if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY); DrawCircleV(ballPosition, 50, MAROON); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Keyboard input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = new Vector2( (float)screenWidth/2, (float)screenHeight/2 );
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,5 +3,64 @@ using static Raylib.Raylib;
public partial class core_input_mouse public partial class core_input_mouse
{ {
/******************************************************************************************* * * raylib [core] example - Mouse input * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input"); Vector2 ballPosition = new Vector2( -100.0f, -100.0f ); Color ballColor = DARKBLUE; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- ballPosition = GetMousePosition(); if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON; else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME; else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawCircleV(ballPosition, 40, ballColor); DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /*******************************************************************************************
*
* raylib [core] example - Mouse input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = new Vector2( -100.0f, -100.0f );
Color ballColor = DARKBLUE;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,9 +3,62 @@ using static Raylib.Raylib;
public partial class core_mouse_wheel public partial class core_mouse_wheel
{ {
/******************************************************************************************* * * raylib [core] examples - Mouse wheel * * This test has been created using raylib 1.1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel"); int boxPositionY = screenHeight/2 - 40; int scrollSpeed = 4; // Scrolling speed in pixels SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- boxPositionY -= (GetMouseWheelMove()*scrollSpeed); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON); DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY); /*******************************************************************************************
//DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY); *
DrawText($"Box position Y: {boxPositionY}", 10, 40, 20, LIGHTGRAY); * raylib [core] examples - Mouse wheel
*
EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } * This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
//DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
DrawText($"Box position Y: {boxPositionY}", 10, 40, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

View file

@ -3,6 +3,69 @@ using static Raylib.Raylib;
public partial class core_random_values public partial class core_random_values
{ {
/******************************************************************************************* * * raylib [core] example - Generate random values * * This example has been created using raylib 1.1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values"); int framesCounter = 0; // Variable used to count frames int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included) SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- framesCounter++; // Every two seconds (120 frames) a new random value is generated if (((framesCounter/120)%2) == 1) { randValue = GetRandomValue(-8, 5); framesCounter = 0; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON); //DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY); /*******************************************************************************************
DrawText($"{randValue}", 360, 180, 80, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } *
* raylib [core] example - Generate random values
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
//DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
DrawText($"{randValue}", 360, 180, 80, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
} }

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