Added Raymath binding + Initial examples
- Added Raymath.cs binding. Raylib.cs depends on this since they both share some types. - Bindings moved into source directly. - Inital examples port alot of syntax still needs to be fixed. - Couldn't get cppsharp to work correctly so using a custom generator(WIP).
This commit is contained in:
parent
b3838e3d8a
commit
6b6b345551
154 changed files with 3164 additions and 9259 deletions
52
ExampleApplication/DrawControl.cs
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52
ExampleApplication/DrawControl.cs
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@ -0,0 +1,52 @@
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using System;
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using System.Drawing;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using static Raylib.rl;
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namespace Raylib
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{
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class DrawControl : Form
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{
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private Panel panel;
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[DllImport("user32.dll")]
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private static extern IntPtr SetParent(IntPtr child, IntPtr newParent);
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[DllImport("user32.dll")]
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private static extern IntPtr ShowWindow(IntPtr handle, int command);
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public static void Run()
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{
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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Application.Run(new DrawControl());
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}
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public DrawControl()
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{
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panel = new Panel();
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panel.Size = new Size(640, 480);
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panel.Location = new Point(80, 10);
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panel.BackColor = System.Drawing.Color.Red;
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Controls.Add(panel);
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}
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private void InitializeComponent()
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{
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this.SuspendLayout();
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//
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// DrawControl
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//
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this.ClientSize = new System.Drawing.Size(284, 261);
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this.Name = "DrawControl";
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this.Load += new System.EventHandler(this.DrawControl_Load);
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this.ResumeLayout(false);
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}
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private void DrawControl_Load(object sender, EventArgs e)
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{
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}
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}
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}
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120
ExampleApplication/DrawControl.resx
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120
ExampleApplication/DrawControl.resx
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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|
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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||||
extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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27
ExampleApplication/Easings.cs
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27
ExampleApplication/Easings.cs
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@ -0,0 +1,27 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib
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{
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#region Raylib-cs Enums
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#endregion
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#region Raylib-cs Types
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#endregion
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public static partial class rl
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{
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#region Raylib-cs Variables
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#endregion
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#region Raylib-cs Functions
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#endregion
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}
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}
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@ -34,7 +34,7 @@
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\x64\Debug\</OutputPath>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<DebugType>full</DebugType>
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@ -55,7 +55,7 @@
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\x86\Debug\</OutputPath>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<DebugType>full</DebugType>
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@ -81,168 +81,24 @@
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<Reference Include="System.Windows.Forms" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Examples\audio\audio_module_playing.cs" />
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<Compile Include="Examples\core\core_basic_window.cs" />
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<Compile Include="Examples\shapes\shapes_basic_shapes.cs" />
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<Compile Include="Examples\textures\textures_image_drawing.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Raylib-cs\DrawControl.cs">
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<Compile Include="core_basic_window.cs" />
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<Compile Include="DrawControl.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="Raylib-cs\Raylib.cs" />
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<Compile Include="Easings.cs" />
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<Compile Include="Physac.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Raygui.cs" />
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<Compile Include="Raylib.cs" />
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<Compile Include="Raymath.cs" />
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<Compile Include="Rlgl.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="App.config" />
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<None Include="Examples\models\bridge.obj" />
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<None Include="Examples\models\castle.obj" />
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<None Include="Examples\models\house.obj" />
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<None Include="Examples\models\market.obj" />
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<None Include="Examples\models\turret.obj" />
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<None Include="Examples\models\well.obj" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="Examples\audio\audio_module_playing.png" />
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<Content Include="Examples\audio\audio_music_stream.c" />
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<Content Include="Examples\audio\audio_music_stream.png" />
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<Content Include="Examples\audio\audio_raw_stream.c" />
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<Content Include="Examples\audio\audio_raw_stream.png" />
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<Content Include="Examples\audio\audio_sound_loading.c" />
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<Content Include="Examples\audio\audio_sound_loading.png" />
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<Content Include="Examples\core\core_2d_camera.c" />
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<Content Include="Examples\core\core_2d_camera.png" />
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<Content Include="Examples\core\core_3d_camera_first_person.c" />
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<Content Include="Examples\core\core_3d_camera_first_person.png" />
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<Content Include="Examples\core\core_3d_camera_free.c" />
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<Content Include="Examples\core\core_3d_camera_free.png" />
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<Content Include="Examples\core\core_3d_mode.c" />
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<Content Include="Examples\core\core_3d_mode.png" />
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<Content Include="Examples\core\core_3d_picking.c" />
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<Content Include="Examples\core\core_3d_picking.png" />
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<Content Include="Examples\core\core_basic_window.png" />
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<Content Include="Examples\core\core_basic_window_web.c" />
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<Content Include="Examples\core\core_color_select.c" />
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<Content Include="Examples\core\core_color_select.png" />
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<Content Include="Examples\core\core_drop_files.c" />
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<Content Include="Examples\core\core_drop_files.png" />
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<Content Include="Examples\core\core_gestures_detection.c" />
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<Content Include="Examples\core\core_gestures_detection.png" />
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<Content Include="Examples\core\core_input_gamepad.c" />
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<Content Include="Examples\core\core_input_gamepad.png" />
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<Content Include="Examples\core\core_input_keys.c" />
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<Content Include="Examples\core\core_input_keys.png" />
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<Content Include="Examples\core\core_input_mouse.c" />
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<Content Include="Examples\core\core_input_mouse.png" />
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<Content Include="Examples\core\core_mouse_wheel.c" />
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<Content Include="Examples\core\core_mouse_wheel.png" />
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<Content Include="Examples\core\core_random_values.c" />
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<Content Include="Examples\core\core_random_values.png" />
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<Content Include="Examples\core\core_storage_values.c" />
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<Content Include="Examples\core\core_storage_values.png" />
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<Content Include="Examples\core\core_vr_simulator.c" />
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<Content Include="Examples\core\core_vr_simulator.png" />
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<Content Include="Examples\core\core_world_screen.c" />
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<Content Include="Examples\core\core_world_screen.png" />
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<Content Include="Examples\models\bridge_diffuse.png" />
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<Content Include="Examples\models\castle_diffuse.png" />
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<Content Include="Examples\models\house_diffuse.png" />
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<Content Include="Examples\models\market_diffuse.png" />
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<Content Include="Examples\models\models_billboard.c" />
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<Content Include="Examples\models\models_billboard.png" />
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<Content Include="Examples\models\models_box_collisions.c" />
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<Content Include="Examples\models\models_box_collisions.png" />
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<Content Include="Examples\models\models_cubicmap.c" />
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<Content Include="Examples\models\models_cubicmap.png" />
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<Content Include="Examples\models\models_geometric_shapes.c" />
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<Content Include="Examples\models\models_geometric_shapes.png" />
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<Content Include="Examples\models\models_heightmap.c" />
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<Content Include="Examples\models\models_heightmap.png" />
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<Content Include="Examples\models\models_material_pbr.c" />
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<Content Include="Examples\models\models_material_pbr.png" />
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<Content Include="Examples\models\models_mesh_generation.c" />
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<Content Include="Examples\models\models_mesh_generation.png" />
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<Content Include="Examples\models\models_mesh_picking.c" />
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<Content Include="Examples\models\models_mesh_picking.png" />
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<Content Include="Examples\models\models_obj_loading.c" />
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<Content Include="Examples\models\models_obj_loading.png" />
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<Content Include="Examples\models\models_orthographic_projection.c" />
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<Content Include="Examples\models\models_orthographic_projection.png" />
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<Content Include="Examples\models\models_skybox.c" />
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<Content Include="Examples\models\models_skybox.png" />
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<Content Include="Examples\models\models_yaw_pitch_roll.c" />
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<Content Include="Examples\models\models_yaw_pitch_roll.png" />
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<Content Include="Examples\models\rlights.h" />
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<Content Include="Examples\models\turret_diffuse.png" />
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<Content Include="Examples\models\well_diffuse.png" />
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<Content Include="Examples\physac\physics_demo.c" />
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<Content Include="Examples\physac\physics_demo.png" />
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<Content Include="Examples\physac\physics_friction.c" />
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<Content Include="Examples\physac\physics_friction.png" />
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<Content Include="Examples\physac\physics_movement.c" />
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<Content Include="Examples\physac\physics_movement.png" />
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<Content Include="Examples\physac\physics_restitution.c" />
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<Content Include="Examples\physac\physics_restitution.png" />
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<Content Include="Examples\physac\physics_shatter.c" />
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<Content Include="Examples\physac\physics_shatter.png" />
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<Content Include="Examples\shaders\shaders_custom_uniform.c" />
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<Content Include="Examples\shaders\shaders_custom_uniform.png" />
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<Content Include="Examples\shaders\shaders_model_shader.c" />
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<Content Include="Examples\shaders\shaders_model_shader.png" />
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<Content Include="Examples\shaders\shaders_postprocessing.c" />
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<Content Include="Examples\shaders\shaders_postprocessing.png" />
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||||
<Content Include="Examples\shaders\shaders_shapes_textures.c" />
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<Content Include="Examples\shaders\shaders_shapes_textures.png" />
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<Content Include="Examples\shapes\shapes_basic_shapes.png" />
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||||
<Content Include="Examples\shapes\shapes_colors_palette.c" />
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||||
<Content Include="Examples\shapes\shapes_colors_palette.png" />
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||||
<Content Include="Examples\shapes\shapes_lines_bezier.c" />
|
||||
<Content Include="Examples\shapes\shapes_lines_bezier.png" />
|
||||
<Content Include="Examples\shapes\shapes_logo_raylib.c" />
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||||
<Content Include="Examples\shapes\shapes_logo_raylib.png" />
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||||
<Content Include="Examples\shapes\shapes_logo_raylib_anim.c" />
|
||||
<Content Include="Examples\shapes\shapes_logo_raylib_anim.png" />
|
||||
<Content Include="Examples\textures\textures_image_drawing.png" />
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||||
<Content Include="Examples\textures\textures_image_generation.c" />
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||||
<Content Include="Examples\textures\textures_image_generation.png" />
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||||
<Content Include="Examples\textures\textures_image_loading.c" />
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<Content Include="Examples\textures\textures_image_loading.png" />
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<Content Include="Examples\textures\textures_image_processing.c" />
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<Content Include="Examples\textures\textures_image_processing.png" />
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<Content Include="Examples\textures\textures_image_text.c" />
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<Content Include="Examples\textures\textures_image_text.png" />
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<Content Include="Examples\textures\textures_logo_raylib.c" />
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<Content Include="Examples\textures\textures_logo_raylib.png" />
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<Content Include="Examples\textures\textures_particles_blending.c" />
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<Content Include="Examples\textures\textures_particles_blending.png" />
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<Content Include="Examples\textures\textures_raw_data.c" />
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<Content Include="Examples\textures\textures_raw_data.png" />
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<Content Include="Examples\textures\textures_rectangle.c" />
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<Content Include="Examples\textures\textures_rectangle.png" />
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<Content Include="Examples\textures\textures_srcrec_dstrec.c" />
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<Content Include="Examples\textures\textures_srcrec_dstrec.png" />
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<Content Include="Examples\textures\textures_to_image.c" />
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<Content Include="Examples\textures\textures_to_image.png" />
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<Content Include="Examples\text\text_bmfont_ttf.c" />
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<Content Include="Examples\text\text_bmfont_ttf.png" />
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<Content Include="Examples\text\text_bmfont_unordered.c" />
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<Content Include="Examples\text\text_bmfont_unordered.png" />
|
||||
<Content Include="Examples\text\text_font_sdf.c" />
|
||||
<Content Include="Examples\text\text_font_sdf.png" />
|
||||
<Content Include="Examples\text\text_format_text.c" />
|
||||
<Content Include="Examples\text\text_format_text.png" />
|
||||
<Content Include="Examples\text\text_input_box.c" />
|
||||
<Content Include="Examples\text\text_input_box.png" />
|
||||
<Content Include="Examples\text\text_raylib_fonts.c" />
|
||||
<Content Include="Examples\text\text_raylib_fonts.png" />
|
||||
<Content Include="Examples\text\text_sprite_fonts.c" />
|
||||
<Content Include="Examples\text\text_sprite_fonts.png" />
|
||||
<Content Include="Examples\text\text_ttf_loading.c" />
|
||||
<Content Include="Examples\text\text_ttf_loading.png" />
|
||||
<Content Include="Examples\text\text_writing_anim.c" />
|
||||
<Content Include="Examples\text\text_writing_anim.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Raylib-cs\DrawControl.resx">
|
||||
<EmbeddedResource Include="DrawControl.resx">
|
||||
<DependentUpon>DrawControl.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -1,93 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Music 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music 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;
|
||||
}
|
||||
8
ExampleApplication/Examples/audio/audio_music_stream.cs
Normal file
8
ExampleApplication/Examples/audio/audio_music_stream.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* raylib [audio] example - Music 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 audio_music_stream()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
Music 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;
}
|
||||
}
|
||||
|
|
@ -1,114 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define MAX_SAMPLES 22050
|
||||
#define MAX_SAMPLES_PER_UPDATE 4096
|
||||
|
||||
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 = (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)(sinf(((2*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 = { 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;
|
||||
}
|
||||
8
ExampleApplication/Examples/audio/audio_raw_stream.cs
Normal file
8
ExampleApplication/Examples/audio/audio_raw_stream.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096
public static int audio_raw_stream()
{
// 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 = (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)(sinf(((2*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 = { 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;
}
|
||||
}
|
||||
|
|
@ -1,67 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
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;
|
||||
}
|
||||
8
ExampleApplication/Examples/audio/audio_sound_loading.cs
Normal file
8
ExampleApplication/Examples/audio/audio_sound_loading.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* 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 audio_sound_loading()
{
// 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;
}
|
||||
}
|
||||
|
|
@ -1,139 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_BUILDINGS 100
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Rectangle player = { 400, 280, 40, 40 };
|
||||
Rectangle buildings[MAX_BUILDINGS];
|
||||
Color buildColors[MAX_BUILDINGS];
|
||||
|
||||
int spacing = 0;
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||
{
|
||||
buildings[i].width = GetRandomValue(50, 200);
|
||||
buildings[i].height = GetRandomValue(100, 800);
|
||||
buildings[i].y = screenHeight - 130 - buildings[i].height;
|
||||
buildings[i].x = -6000 + spacing;
|
||||
|
||||
spacing += buildings[i].width;
|
||||
|
||||
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||
}
|
||||
|
||||
Camera2D camera;
|
||||
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
camera.offset = (Vector2){ 0, 0 };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
player.x += 2; // Player movement
|
||||
camera.offset.x -= 2; // Camera displacement with player movement
|
||||
}
|
||||
else if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
player.x -= 2; // Player movement
|
||||
camera.offset.x += 2; // Camera displacement with player movement
|
||||
}
|
||||
|
||||
// Camera target follows player
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
|
||||
// Camera rotation controls
|
||||
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||
|
||||
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||
if (camera.rotation > 40) camera.rotation = 40;
|
||||
else if (camera.rotation < -40) camera.rotation = -40;
|
||||
|
||||
// Camera zoom controls
|
||||
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||
|
||||
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||
|
||||
// Camera reset (zoom and rotation)
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
camera.zoom = 1.0f;
|
||||
camera.rotation = 0.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||
|
||||
DrawRectangleRec(player, RED);
|
||||
|
||||
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
|
||||
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, RED);
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 5, RED);
|
||||
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
|
||||
|
||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
8
ExampleApplication/Examples/core/core_2d_camera.cs
Normal file
8
ExampleApplication/Examples/core/core_2d_camera.cs
Normal file
File diff suppressed because one or more lines are too long
|
|
@ -1,97 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_COLUMNS 20
|
||||
|
||||
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)
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS];
|
||||
Vector3 positions[MAX_COLUMNS];
|
||||
Color colors[MAX_COLUMNS];
|
||||
|
||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||
{
|
||||
heights[i] = (float)GetRandomValue(1, 12);
|
||||
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
SetCameraMode(camera, 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(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
|
||||
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
|
||||
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
|
||||
DrawCube((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;
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#define MAX_COLUMNS 20
public static int core_3d_camera_first_person()
{
// 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)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, 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(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((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;
}
|
||||
}
|
||||
|
|
@ -1,83 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
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 = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, 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(&camera); // Update camera
|
||||
|
||||
if (IsKeyDown('Z')) camera.target = (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;
|
||||
}
|
||||
8
ExampleApplication/Examples/core/core_3d_camera_free.cs
Normal file
8
ExampleApplication/Examples/core/core_3d_camera_free.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* 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 core_3d_camera_free()
{
// 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 = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, 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(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (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;
}
|
||||
}
|
||||
|
|
@ -1,73 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
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 = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 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;
|
||||
}
|
||||
8
ExampleApplication/Examples/core/core_3d_mode.cs
Normal file
8
ExampleApplication/Examples/core/core_3d_mode.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
*
* 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 core_3d_mode()
{
// 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 = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 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;
}
|
||||
}
|
||||
|
|
@ -1,103 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
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
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Ray ray = {0.0f, 0.0f, 0.0f}; // Picking line ray
|
||||
|
||||
bool collision = false;
|
||||
|
||||
SetCameraMode(camera, 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(&camera); // Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check collision between ray and box
|
||||
collision = CheckCollisionRayBox(ray,
|
||||
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(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, screenHeight * 0.1f, 30, GREEN);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
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