mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Update/merge examples back into main repo (#192)
This commit is contained in:
175
Examples/Core/BasicScreenManager.cs
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175
Examples/Core/BasicScreenManager.cs
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@ -0,0 +1,175 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
enum GameScreen
|
||||
{
|
||||
Logo = 0,
|
||||
Title,
|
||||
Gameplay,
|
||||
Ending
|
||||
}
|
||||
|
||||
public class BasicScreenManager
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||
|
||||
GameScreen currentScreen = GameScreen.Logo;
|
||||
|
||||
// TODO: Initialize all required variables and load all required data here!
|
||||
|
||||
// Useful to count frames
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (currentScreen)
|
||||
{
|
||||
case GameScreen.Logo:
|
||||
{
|
||||
// TODO: Update LOGO screen variables here!
|
||||
|
||||
// Count frames
|
||||
framesCounter++;
|
||||
|
||||
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
|
||||
if (framesCounter > 120)
|
||||
{
|
||||
currentScreen = GameScreen.Title;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GameScreen.Title:
|
||||
{
|
||||
// TODO: Update TITLE screen variables here!
|
||||
|
||||
// Press enter to change to GAMEPLAY screen
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ENTER) || IsGestureDetected(Gesture.GESTURE_TAP))
|
||||
{
|
||||
currentScreen = GameScreen.Gameplay;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GameScreen.Gameplay:
|
||||
{
|
||||
// TODO: Update GAMEPLAY screen variables here!
|
||||
|
||||
// Press enter to change to ENDING screen
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ENTER) || IsGestureDetected(Gesture.GESTURE_TAP))
|
||||
{
|
||||
currentScreen = GameScreen.Ending;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GameScreen.Ending:
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
// Press enter to return to TITLE screen
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ENTER) || IsGestureDetected(Gesture.GESTURE_TAP))
|
||||
{
|
||||
currentScreen = GameScreen.Title;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
switch (currentScreen)
|
||||
{
|
||||
case GameScreen.Logo:
|
||||
{
|
||||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, Color.LIGHTGRAY);
|
||||
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.GRAY);
|
||||
|
||||
}
|
||||
break;
|
||||
case GameScreen.Title:
|
||||
{
|
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.GREEN);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, Color.DARKGREEN);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DARKGREEN);
|
||||
|
||||
}
|
||||
break;
|
||||
case GameScreen.Gameplay:
|
||||
{
|
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.PURPLE);
|
||||
DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.MAROON);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.MAROON);
|
||||
|
||||
}
|
||||
break;
|
||||
case GameScreen.Ending:
|
||||
{
|
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.BLUE);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, Color.DARKBLUE);
|
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DARKBLUE);
|
||||
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
69
Examples/Core/BasicWindow.cs
Normal file
69
Examples/Core/BasicWindow.cs
Normal file
@ -0,0 +1,69 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using System;
|
||||
using System.Text;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class BasicWindow
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, Color.MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
175
Examples/Core/Camera2dDemo.cs
Normal file
175
Examples/Core/Camera2dDemo.cs
Normal file
@ -0,0 +1,175 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera2dDemo
|
||||
{
|
||||
public const int MaxBuildings = 100;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Rectangle player = new(400, 280, 40, 40);
|
||||
Rectangle[] buildings = new Rectangle[MaxBuildings];
|
||||
Color[] buildColors = new Color[MaxBuildings];
|
||||
|
||||
int spacing = 0;
|
||||
|
||||
for (int i = 0; i < MaxBuildings; 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 += (int)buildings[i].Width;
|
||||
|
||||
buildColors[i] = new Color(
|
||||
GetRandomValue(200, 240),
|
||||
GetRandomValue(200, 240),
|
||||
GetRandomValue(200, 250),
|
||||
255
|
||||
);
|
||||
}
|
||||
|
||||
Camera2D camera = new();
|
||||
camera.Target = new Vector2(player.X + 20, player.Y + 20);
|
||||
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
|
||||
camera.Rotation = 0.0f;
|
||||
camera.Zoom = 1.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Player movement
|
||||
if (IsKeyDown(KeyboardKey.KEY_RIGHT))
|
||||
{
|
||||
player.X += 2;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.KEY_LEFT))
|
||||
{
|
||||
player.X -= 2;
|
||||
}
|
||||
|
||||
// Camera3D target follows player
|
||||
camera.Target = new Vector2(player.X + 20, player.Y + 20);
|
||||
|
||||
// Camera3D rotation controls
|
||||
if (IsKeyDown(KeyboardKey.KEY_A))
|
||||
{
|
||||
camera.Rotation--;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.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;
|
||||
}
|
||||
|
||||
// Camera3D 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;
|
||||
}
|
||||
|
||||
// Camera3D reset (zoom and rotation)
|
||||
if (IsKeyPressed(KeyboardKey.KEY_R))
|
||||
{
|
||||
camera.Zoom = 1.0f;
|
||||
camera.Rotation = 0.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, Color.DARKGRAY);
|
||||
|
||||
for (int i = 0; i < MaxBuildings; i++)
|
||||
{
|
||||
DrawRectangleRec(buildings[i], buildColors[i]);
|
||||
}
|
||||
|
||||
DrawRectangleRec(player, Color.RED);
|
||||
|
||||
DrawRectangle((int)camera.Target.X, -500, 1, (int)(screenHeight * 4), Color.GREEN);
|
||||
DrawLine(
|
||||
(int)(-screenWidth * 10),
|
||||
(int)camera.Target.Y,
|
||||
(int)(screenWidth * 10),
|
||||
(int)camera.Target.Y,
|
||||
Color.GREEN
|
||||
);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, Color.RED);
|
||||
|
||||
DrawRectangle(0, 0, (int)screenWidth, 5, Color.RED);
|
||||
DrawRectangle(0, 5, 5, (int)screenHeight - 10, Color.RED);
|
||||
DrawRectangle((int)screenWidth - 5, 5, 5, (int)screenHeight - 10, Color.RED);
|
||||
DrawRectangle(0, (int)screenHeight - 5, (int)screenWidth, 5, Color.RED);
|
||||
|
||||
DrawRectangle(10, 10, 250, 113, ColorAlpha(Color.SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(10, 10, 250, 113, Color.BLUE);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, Color.BLACK);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, Color.DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, Color.DARKGRAY);
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, Color.DARKGRAY);
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, Color.DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
402
Examples/Core/Camera2dPlatformer.cs
Normal file
402
Examples/Core/Camera2dPlatformer.cs
Normal file
@ -0,0 +1,402 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera platformer
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 arvyy (@arvyy)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera2dPlatformer
|
||||
{
|
||||
const int G = 400;
|
||||
const float PlayerJumpSpeed = 350.0f;
|
||||
const float PlayerHorSpeed = 200.0f;
|
||||
|
||||
struct Player
|
||||
{
|
||||
public Vector2 Position;
|
||||
public float Speed;
|
||||
public bool CanJump;
|
||||
}
|
||||
|
||||
struct EnvItem
|
||||
{
|
||||
public Rectangle Rect;
|
||||
public int Blocking;
|
||||
public Color Color;
|
||||
|
||||
public EnvItem(Rectangle rect, int blocking, Color color)
|
||||
{
|
||||
this.Rect = rect;
|
||||
this.Blocking = blocking;
|
||||
this.Color = color;
|
||||
}
|
||||
}
|
||||
|
||||
delegate void CameraUpdaterCallback(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height
|
||||
);
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Player player = new();
|
||||
player.Position = new Vector2(400, 280);
|
||||
player.Speed = 0;
|
||||
player.CanJump = false;
|
||||
|
||||
EnvItem[] envItems = new EnvItem[]
|
||||
{
|
||||
new EnvItem(new Rectangle(0, 0, 1000, 400), 0, Color.LIGHTGRAY),
|
||||
new EnvItem(new Rectangle(0, 400, 1000, 200), 1, Color.GRAY),
|
||||
new EnvItem(new Rectangle(300, 200, 400, 10), 1, Color.GRAY),
|
||||
new EnvItem(new Rectangle(250, 300, 100, 10), 1, Color.GRAY),
|
||||
new EnvItem(new Rectangle(650, 300, 100, 10), 1, Color.GRAY)
|
||||
};
|
||||
|
||||
Camera2D camera = new();
|
||||
camera.Target = player.Position;
|
||||
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
|
||||
camera.Rotation = 0.0f;
|
||||
camera.Zoom = 1.0f;
|
||||
|
||||
// Store callbacks to the multiple update camera functions
|
||||
CameraUpdaterCallback[] cameraUpdaters = new CameraUpdaterCallback[]
|
||||
{
|
||||
UpdateCameraCenter,
|
||||
UpdateCameraCenterInsideMap,
|
||||
UpdateCameraCenterSmoothFollow,
|
||||
UpdateCameraEvenOutOnLanding,
|
||||
UpdateCameraPlayerBoundsPush
|
||||
};
|
||||
|
||||
int cameraOption = 0;
|
||||
int cameraUpdatersLength = cameraUpdaters.Length;
|
||||
|
||||
string[] cameraDescriptions = new string[]{
|
||||
"Follow player center",
|
||||
"Follow player center, but clamp to map edges",
|
||||
"Follow player center; smoothed",
|
||||
"Follow player center horizontally; update player center vertically after landing",
|
||||
"Player push camera on getting too close to screen edge"
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float deltaTime = GetFrameTime();
|
||||
|
||||
UpdatePlayer(ref player, envItems, deltaTime);
|
||||
|
||||
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
|
||||
|
||||
if (camera.Zoom > 3.0f)
|
||||
{
|
||||
camera.Zoom = 3.0f;
|
||||
}
|
||||
else if (camera.Zoom < 0.25f)
|
||||
{
|
||||
camera.Zoom = 0.25f;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_R))
|
||||
{
|
||||
camera.Zoom = 1.0f;
|
||||
player.Position = new Vector2(400, 280);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_C))
|
||||
{
|
||||
cameraOption = (cameraOption + 1) % cameraUpdatersLength;
|
||||
}
|
||||
|
||||
// Call update camera function by its pointer
|
||||
cameraUpdaters[cameraOption](ref camera, ref player, envItems, deltaTime, screenWidth, screenHeight);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.LIGHTGRAY);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
DrawRectangleRec(envItems[i].Rect, envItems[i].Color);
|
||||
}
|
||||
|
||||
Rectangle playerRect = new(player.Position.X - 20, player.Position.Y - 40, 40, 40);
|
||||
DrawRectangleRec(playerRect, Color.RED);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("Controls:", 20, 20, 10, Color.BLACK);
|
||||
DrawText("- Right/Left to move", 40, 40, 10, Color.DARKGRAY);
|
||||
DrawText("- Space to jump", 40, 60, 10, Color.DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, Color.DARKGRAY);
|
||||
DrawText("- C to change camera mode", 40, 100, 10, Color.DARKGRAY);
|
||||
DrawText("Current camera mode:", 20, 120, 10, Color.BLACK);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, Color.DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void UpdatePlayer(ref Player player, EnvItem[] envItems, float delta)
|
||||
{
|
||||
if (IsKeyDown(KeyboardKey.KEY_LEFT))
|
||||
{
|
||||
player.Position.X -= PlayerHorSpeed * delta;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_RIGHT))
|
||||
{
|
||||
player.Position.X += PlayerHorSpeed * delta;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_SPACE) && player.CanJump)
|
||||
{
|
||||
player.Speed = -PlayerJumpSpeed;
|
||||
player.CanJump = false;
|
||||
}
|
||||
|
||||
int hitObstacle = 0;
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
EnvItem ei = envItems[i];
|
||||
Vector2 p = player.Position;
|
||||
if (ei.Blocking != 0 &&
|
||||
ei.Rect.X <= p.X &&
|
||||
ei.Rect.X + ei.Rect.Width >= p.X &&
|
||||
ei.Rect.Y >= p.Y &&
|
||||
ei.Rect.Y <= p.Y + player.Speed * delta)
|
||||
{
|
||||
hitObstacle = 1;
|
||||
player.Speed = 0.0f;
|
||||
player.Position.Y = ei.Rect.Y;
|
||||
}
|
||||
}
|
||||
|
||||
if (hitObstacle == 0)
|
||||
{
|
||||
player.Position.Y += player.Speed * delta;
|
||||
player.Speed += G * delta;
|
||||
player.CanJump = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
player.CanJump = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraCenter(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height
|
||||
)
|
||||
{
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
camera.Target = player.Position;
|
||||
}
|
||||
|
||||
static void UpdateCameraCenterInsideMap(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
camera.Target = player.Position;
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
EnvItem ei = envItems[i];
|
||||
minX = Math.Min(ei.Rect.X, minX);
|
||||
maxX = Math.Max(ei.Rect.X + ei.Rect.Width, maxX);
|
||||
minY = Math.Min(ei.Rect.Y, minY);
|
||||
maxY = Math.Max(ei.Rect.Y + ei.Rect.Height, maxY);
|
||||
}
|
||||
|
||||
Vector2 max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
|
||||
Vector2 min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
|
||||
|
||||
if (max.X < width)
|
||||
{
|
||||
camera.Offset.X = width - (max.X - width / 2);
|
||||
}
|
||||
|
||||
if (max.Y < height)
|
||||
{
|
||||
camera.Offset.Y = height - (max.Y - height / 2);
|
||||
}
|
||||
|
||||
if (min.X > 0)
|
||||
{
|
||||
camera.Offset.X = width / 2 - min.X;
|
||||
}
|
||||
|
||||
if (min.Y > 0)
|
||||
{
|
||||
camera.Offset.Y = height / 2 - min.Y;
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraCenterSmoothFollow(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height
|
||||
)
|
||||
{
|
||||
const float minSpeed = 30;
|
||||
const float minEffectLength = 10;
|
||||
const float fractionSpeed = 0.8f;
|
||||
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
Vector2 diff = Vector2Subtract(player.Position, camera.Target);
|
||||
float length = Vector2Length(diff);
|
||||
|
||||
if (length > minEffectLength)
|
||||
{
|
||||
float speed = Math.Max(fractionSpeed * length, minSpeed);
|
||||
camera.Target = Vector2Add(camera.Target, Vector2Scale(diff, speed * delta / length));
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraEvenOutOnLanding(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height
|
||||
)
|
||||
{
|
||||
float evenOutSpeed = 700;
|
||||
int eveningOut = 0;
|
||||
float evenOutTarget = 0.0f;
|
||||
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
camera.Target.X = player.Position.X;
|
||||
|
||||
if (eveningOut != 0)
|
||||
{
|
||||
if (evenOutTarget > camera.Target.Y)
|
||||
{
|
||||
camera.Target.Y += evenOutSpeed * delta;
|
||||
|
||||
if (camera.Target.Y > evenOutTarget)
|
||||
{
|
||||
camera.Target.Y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.Target.Y -= evenOutSpeed * delta;
|
||||
|
||||
if (camera.Target.Y < evenOutTarget)
|
||||
{
|
||||
camera.Target.Y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player.CanJump && (player.Speed == 0) && (player.Position.Y != camera.Target.Y))
|
||||
{
|
||||
eveningOut = 1;
|
||||
evenOutTarget = player.Position.Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraPlayerBoundsPush(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
float delta,
|
||||
int width,
|
||||
int height
|
||||
)
|
||||
{
|
||||
Vector2 bbox = new(0.2f, 0.2f);
|
||||
|
||||
Vector2 bboxWorldMin = GetScreenToWorld2D(
|
||||
new Vector2((1 - bbox.X) * 0.5f * width, (1 - bbox.Y) * 0.5f * height),
|
||||
camera
|
||||
);
|
||||
Vector2 bboxWorldMax = GetScreenToWorld2D(
|
||||
new Vector2((1 + bbox.X) * 0.5f * width,
|
||||
(1 + bbox.Y) * 0.5f * height),
|
||||
camera
|
||||
);
|
||||
camera.Offset = new Vector2((1 - bbox.X) * 0.5f * width, (1 - bbox.Y) * 0.5f * height);
|
||||
|
||||
if (player.Position.X < bboxWorldMin.X)
|
||||
{
|
||||
camera.Target.X = player.Position.X;
|
||||
}
|
||||
|
||||
if (player.Position.Y < bboxWorldMin.Y)
|
||||
{
|
||||
camera.Target.Y = player.Position.Y;
|
||||
}
|
||||
|
||||
if (player.Position.X > bboxWorldMax.X)
|
||||
{
|
||||
camera.Target.X = bboxWorldMin.X + (player.Position.X - bboxWorldMax.X);
|
||||
}
|
||||
|
||||
if (player.Position.Y > bboxWorldMax.Y)
|
||||
{
|
||||
camera.Target.Y = bboxWorldMin.Y + (player.Position.Y - bboxWorldMax.Y);
|
||||
}
|
||||
}
|
||||
}
|
186
Examples/Core/Camera3dFirstPerson.cs
Normal file
186
Examples/Core/Camera3dFirstPerson.cs
Normal file
@ -0,0 +1,186 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dFirstPerson
|
||||
{
|
||||
public const int MaxColumns = 20;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const 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();
|
||||
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.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
// Generates some random columns
|
||||
float[] heights = new float[MaxColumns];
|
||||
Vector3[] positions = new Vector3[MaxColumns];
|
||||
Color[] colors = new Color[MaxColumns];
|
||||
|
||||
for (int i = 0; i < MaxColumns; 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);
|
||||
}
|
||||
|
||||
CameraMode cameraMode = CameraMode.CAMERA_FIRST_PERSON;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Switch camera mode
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ONE))
|
||||
{
|
||||
cameraMode = CameraMode.CAMERA_FREE;
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_TWO))
|
||||
{
|
||||
cameraMode = CameraMode.CAMERA_FIRST_PERSON;
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_THREE))
|
||||
{
|
||||
cameraMode = CameraMode.CAMERA_THIRD_PERSON;
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_FOUR))
|
||||
{
|
||||
cameraMode = CameraMode.CAMERA_ORBITAL;
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
// Switch camera projection
|
||||
if (IsKeyPressed(KeyboardKey.KEY_P))
|
||||
{
|
||||
if (camera.Projection == CameraProjection.CAMERA_PERSPECTIVE)
|
||||
{
|
||||
// Create isometric view
|
||||
cameraMode = CameraMode.CAMERA_THIRD_PERSON;
|
||||
// Note: The target distance is related to the render distance in the orthographic projection
|
||||
camera.Position = new Vector3(0.0f, 2.0f, -100.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.Projection = CameraProjection.CAMERA_ORTHOGRAPHIC;
|
||||
camera.FovY = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
|
||||
// CameraYaw(&camera, -135 * DEG2RAD, true);
|
||||
// CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
|
||||
}
|
||||
else if (camera.Projection == CameraProjection.CAMERA_ORTHOGRAPHIC)
|
||||
{
|
||||
// Reset to default view
|
||||
cameraMode = CameraMode.CAMERA_THIRD_PERSON;
|
||||
camera.Position = new Vector3(0.0f, 2.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.FovY = 60.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Update camera computes movement internally depending on the camera mode
|
||||
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
|
||||
// For advance camera controls, it's reecommended to compute camera movement manually
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_CUSTOM);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw ground
|
||||
DrawPlane(new Vector3(0.0f, 0.0f, 0.0f), new Vector2(32.0f, 32.0f), Color.LIGHTGRAY);
|
||||
|
||||
// Draw a blue wall
|
||||
DrawCube(new Vector3(-16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.BLUE);
|
||||
|
||||
// Draw a green wall
|
||||
DrawCube(new Vector3(16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.LIME);
|
||||
|
||||
// Draw a yellow wall
|
||||
DrawCube(new Vector3(0.0f, 2.5f, 16.0f), 32.0f, 5.0f, 1.0f, Color.GOLD);
|
||||
|
||||
// Draw some cubes around
|
||||
for (int i = 0; i < MaxColumns; i++)
|
||||
{
|
||||
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, Color.MAROON);
|
||||
}
|
||||
|
||||
// Draw player cube
|
||||
if (cameraMode == CameraMode.CAMERA_THIRD_PERSON)
|
||||
{
|
||||
DrawCube(camera.Target, 0.5f, 0.5f, 0.5f, Color.PURPLE);
|
||||
DrawCubeWires(camera.Target, 0.5f, 0.5f, 0.5f, Color.DARKPURPLE);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw info boxes
|
||||
DrawRectangle(5, 5, 330, 100, ColorAlpha(Color.SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(10, 10, 330, 100, Color.BLUE);
|
||||
|
||||
DrawText("Camera controls:", 15, 15, 10, Color.BLACK);
|
||||
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.BLACK);
|
||||
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, Color.BLACK);
|
||||
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, Color.BLACK);
|
||||
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, Color.BLACK);
|
||||
DrawText("- Camera projection key: P", 15, 90, 10, Color.BLACK);
|
||||
|
||||
DrawRectangle(600, 5, 195, 100, Fade(Color.SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(600, 5, 195, 100, Color.BLUE);
|
||||
|
||||
DrawText("Camera status:", 610, 15, 10, Color.BLACK);
|
||||
DrawText($"- Mode: {cameraMode}", 610, 30, 10, Color.BLACK);
|
||||
DrawText($"- Projection: {camera.Projection}", 610, 45, 10, Color.BLACK);
|
||||
DrawText($"- Position: {camera.Position}", 610, 60, 10, Color.BLACK);
|
||||
DrawText($"- Target: {camera.Target}", 610, 75, 10, Color.BLACK);
|
||||
DrawText($"- Up: {camera.Up}", 610, 90, 10, Color.BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
89
Examples/Core/Camera3dFree.cs
Normal file
89
Examples/Core/Camera3dFree.cs
Normal file
@ -0,0 +1,89 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dFree
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const 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);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_Z))
|
||||
{
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle(10, 10, 320, 133, ColorAlpha(Color.SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(10, 10, 320, 133, Color.BLUE);
|
||||
|
||||
DrawText("Free camera default controls:", 20, 20, 10, Color.BLACK);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, Color.DARKGRAY);
|
||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DARKGRAY);
|
||||
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, Color.DARKGRAY);
|
||||
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, Color.DARKGRAY);
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, Color.DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
78
Examples/Core/Camera3dMode.cs
Normal file
78
Examples/Core/Camera3dMode.cs
Normal file
@ -0,0 +1,78 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dMode
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Welcome to the third dimension!", 10, 40, 20, Color.DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
87
Examples/Core/Customlogging.cs
Normal file
87
Examples/Core/Customlogging.cs
Normal file
@ -0,0 +1,87 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public unsafe class CustomLogging
|
||||
{
|
||||
[UnmanagedCallersOnly(CallConvs = new[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
|
||||
private static void LogCustom(int logLevel, sbyte* text, sbyte* args)
|
||||
{
|
||||
var message = Logging.GetLogMessage(new IntPtr(text), new IntPtr(args));
|
||||
|
||||
/*Console.ForegroundColor = (TraceLogLevel)logLevel switch
|
||||
{
|
||||
TraceLogLevel.LOG_ALL => ConsoleColor.White,
|
||||
TraceLogLevel.LOG_TRACE => ConsoleColor.Black,
|
||||
TraceLogLevel.LOG_DEBUG => ConsoleColor.Blue,
|
||||
TraceLogLevel.LOG_INFO => ConsoleColor.Black,
|
||||
TraceLogLevel.LOG_WARNING => ConsoleColor.DarkYellow,
|
||||
TraceLogLevel.LOG_ERROR => ConsoleColor.Red,
|
||||
TraceLogLevel.LOG_FATAL => ConsoleColor.Red,
|
||||
TraceLogLevel.LOG_NONE => ConsoleColor.White,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(logLevel), logLevel, null)
|
||||
};*/
|
||||
|
||||
Console.WriteLine($"Custom " + message);
|
||||
// Console.ResetColor();
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const 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
|
||||
Raylib.SetTraceLogCallback(&LogCustom);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, Color.LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
Raylib.SetTraceLogCallback(&Logging.LogConsole);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
85
Examples/Core/DropFiles.cs
Normal file
85
Examples/Core/DropFiles.cs
Normal file
@ -0,0 +1,85 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class DropFiles
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
string[] files = new string[0];
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsFileDropped())
|
||||
{
|
||||
files = Raylib.GetDroppedFiles();
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
if (files.Length == 0)
|
||||
{
|
||||
DrawText("Drop your files to this window!", 100, 40, 20, Color.DARKGRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("Dropped files:", 100, 40, 20, Color.DARKGRAY);
|
||||
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LIGHTGRAY, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LIGHTGRAY, 0.3f));
|
||||
}
|
||||
DrawText(files[i], 120, 100 + 40 * i, 10, Color.GRAY);
|
||||
}
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40 * files.Length, 20, Color.DARKGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
324
Examples/Core/InputGamepad.cs
Normal file
324
Examples/Core/InputGamepad.cs
Normal file
@ -0,0 +1,324 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputGamepad
|
||||
{
|
||||
// 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";
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Set MSAA 4X hint before windows creation
|
||||
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
|
||||
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
if (IsGamepadAvailable(0))
|
||||
{
|
||||
string gamepadName = GetGamepadName_(0);
|
||||
DrawText($"GP1: {gamepadName}", 10, 10, 10, Color.BLACK);
|
||||
|
||||
if (gamepadName == XBOX360_NAME_ID)
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, Color.DARKGRAY);
|
||||
|
||||
// Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE))
|
||||
{
|
||||
DrawCircle(394, 89, 19, Color.RED);
|
||||
}
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE_RIGHT))
|
||||
{
|
||||
DrawCircle(436, 150, 9, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE_LEFT))
|
||||
{
|
||||
DrawCircle(352, 150, 9, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_LEFT))
|
||||
{
|
||||
DrawCircle(501, 151, 15, Color.BLUE);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
|
||||
{
|
||||
DrawCircle(536, 187, 15, Color.LIME);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT))
|
||||
{
|
||||
DrawCircle(572, 151, 15, Color.MAROON);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_UP))
|
||||
{
|
||||
DrawCircle(536, 115, 15, Color.GOLD);
|
||||
}
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, Color.BLACK);
|
||||
DrawRectangle(293, 228, 69, 19, Color.BLACK);
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_UP))
|
||||
{
|
||||
DrawRectangle(317, 202, 19, 26, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_DOWN))
|
||||
{
|
||||
DrawRectangle(317, 202 + 45, 19, 26, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_LEFT))
|
||||
{
|
||||
DrawRectangle(292, 228, 25, 19, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_RIGHT))
|
||||
{
|
||||
DrawRectangle(292 + 44, 228, 26, 19, Color.RED);
|
||||
}
|
||||
|
||||
// Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_TRIGGER_1))
|
||||
{
|
||||
DrawCircle(259, 61, 20, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_TRIGGER_1))
|
||||
{
|
||||
DrawCircle(536, 61, 20, Color.RED);
|
||||
}
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(259, 152, 39, Color.BLACK);
|
||||
DrawCircle(259, 152, 34, Color.LIGHTGRAY);
|
||||
DrawCircle(
|
||||
259 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_X) * 20),
|
||||
152 - (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_Y) * 20),
|
||||
25,
|
||||
Color.BLACK
|
||||
);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, Color.BLACK);
|
||||
DrawCircle(461, 237, 33, Color.LIGHTGRAY);
|
||||
DrawCircle(
|
||||
461 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_X) * 20),
|
||||
237 - (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_Y) * 20),
|
||||
25, Color.BLACK
|
||||
);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
float leftTriggerX = GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_TRIGGER);
|
||||
float rightTriggerX = GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_RIGHT_TRIGGER);
|
||||
DrawRectangle(170, 30, 15, 70, Color.GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, Color.GRAY);
|
||||
DrawRectangle(170, 30, 15, (int)(((1.0f + leftTriggerX) / 2.0f) * 70), Color.RED);
|
||||
DrawRectangle(604, 30, 15, (int)(((1.0f + rightTriggerX) / 2.0f) * 70), Color.RED);
|
||||
}
|
||||
else if (gamepadName == PS3_NAME_ID)
|
||||
{
|
||||
DrawTexture(texPs3Pad, 0, 0, Color.DARKGRAY);
|
||||
|
||||
// Draw buttons: ps
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE))
|
||||
{
|
||||
DrawCircle(396, 222, 13, Color.RED);
|
||||
}
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE_LEFT))
|
||||
{
|
||||
DrawRectangle(328, 170, 32, 13, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_MIDDLE_RIGHT))
|
||||
{
|
||||
DrawTriangle(
|
||||
new Vector2(436, 168),
|
||||
new Vector2(436, 185),
|
||||
new Vector2(464, 177),
|
||||
Color.RED
|
||||
);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_UP))
|
||||
{
|
||||
DrawCircle(557, 144, 13, Color.LIME);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT))
|
||||
{
|
||||
DrawCircle(586, 173, 13, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
|
||||
{
|
||||
DrawCircle(557, 203, 13, Color.VIOLET);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_LEFT))
|
||||
{
|
||||
DrawCircle(527, 173, 13, Color.PINK);
|
||||
}
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(225, 132, 24, 84, Color.BLACK);
|
||||
DrawRectangle(195, 161, 84, 25, Color.BLACK);
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_UP))
|
||||
{
|
||||
DrawRectangle(225, 132, 24, 29, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_DOWN))
|
||||
{
|
||||
DrawRectangle(225, 132 + 54, 24, 30, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_LEFT))
|
||||
{
|
||||
DrawRectangle(195, 161, 30, 25, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_RIGHT))
|
||||
{
|
||||
DrawRectangle(195 + 54, 161, 30, 25, Color.RED);
|
||||
}
|
||||
|
||||
// Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_LEFT_TRIGGER_1))
|
||||
{
|
||||
DrawCircle(239, 82, 20, Color.RED);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(0, GamepadButton.GAMEPAD_BUTTON_RIGHT_TRIGGER_1))
|
||||
{
|
||||
DrawCircle(557, 82, 20, Color.RED);
|
||||
}
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(319, 255, 35, Color.BLACK);
|
||||
DrawCircle(319, 255, 31, Color.LIGHTGRAY);
|
||||
DrawCircle(
|
||||
319 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_X) * 20),
|
||||
255 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_Y) * 20),
|
||||
25,
|
||||
Color.BLACK
|
||||
);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(475, 255, 35, Color.BLACK);
|
||||
DrawCircle(475, 255, 31, Color.LIGHTGRAY);
|
||||
DrawCircle(
|
||||
475 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_RIGHT_X) * 20),
|
||||
255 + (int)(GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_RIGHT_Y) * 20),
|
||||
25,
|
||||
Color.BLACK
|
||||
);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
float leftTriggerX = GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_LEFT_TRIGGER);
|
||||
float rightTriggerX = GetGamepadAxisMovement(0, GamepadAxis.GAMEPAD_AXIS_RIGHT_TRIGGER);
|
||||
DrawRectangle(169, 48, 15, 70, Color.GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, Color.GRAY);
|
||||
DrawRectangle(169, 48, 15, (int)(((1.0f - leftTriggerX) / 2.0f) * 70), Color.RED);
|
||||
DrawRectangle(611, 48, 15, (int)(((1.0f - rightTriggerX) / 2.0f) * 70), Color.RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, Color.GRAY);
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText($"DETECTED AXIS [{GetGamepadAxisCount(0)}]:", 10, 50, 10, Color.MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
||||
{
|
||||
DrawText(
|
||||
$"AXIS {i}: {GetGamepadAxisMovement(0, (GamepadAxis)i)}",
|
||||
20,
|
||||
70 + 20 * i,
|
||||
10,
|
||||
Color.DARKGRAY
|
||||
);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != (int)GamepadButton.GAMEPAD_BUTTON_UNKNOWN)
|
||||
{
|
||||
DrawText($"DETECTED BUTTON: {GetGamepadButtonPressed()}", 10, 430, 10, Color.RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("DETECTED BUTTON: NONE", 10, 430, 10, Color.GRAY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GP1: NOT DETECTED", 10, 10, 10, Color.GRAY);
|
||||
DrawTexture(texXboxPad, 0, 0, Color.LIGHTGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texPs3Pad);
|
||||
UnloadTexture(texXboxPad);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
158
Examples/Core/InputGestures.cs
Normal file
158
Examples/Core/InputGestures.cs
Normal file
@ -0,0 +1,158 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gestures Detection
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputGestures
|
||||
{
|
||||
public const int MaxGestureStrings = 20;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
|
||||
|
||||
Vector2 touchPosition = new(0, 0);
|
||||
Rectangle touchArea = new(220, 10, screenWidth - 230, screenHeight - 20);
|
||||
|
||||
int gesturesCount = 0;
|
||||
string[] gestureStrings = new string[MaxGestureStrings];
|
||||
|
||||
Gesture currentGesture = Gesture.GESTURE_NONE;
|
||||
Gesture lastGesture = Gesture.GESTURE_NONE;
|
||||
|
||||
// SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
lastGesture = currentGesture;
|
||||
currentGesture = GetGestureDetected();
|
||||
touchPosition = GetTouchPosition(0);
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != Gesture.GESTURE_NONE))
|
||||
{
|
||||
if (currentGesture != lastGesture)
|
||||
{
|
||||
// Store gesture string
|
||||
switch ((Gesture)currentGesture)
|
||||
{
|
||||
case Gesture.GESTURE_TAP:
|
||||
gestureStrings[gesturesCount] = "GESTURE TAP";
|
||||
break;
|
||||
case Gesture.GESTURE_DOUBLETAP:
|
||||
gestureStrings[gesturesCount] = "GESTURE DOUBLETAP";
|
||||
break;
|
||||
case Gesture.GESTURE_HOLD:
|
||||
gestureStrings[gesturesCount] = "GESTURE HOLD";
|
||||
break;
|
||||
case Gesture.GESTURE_DRAG:
|
||||
gestureStrings[gesturesCount] = "GESTURE DRAG";
|
||||
break;
|
||||
case Gesture.GESTURE_SWIPE_RIGHT:
|
||||
gestureStrings[gesturesCount] = "GESTURE SWIPE RIGHT";
|
||||
break;
|
||||
case Gesture.GESTURE_SWIPE_LEFT:
|
||||
gestureStrings[gesturesCount] = "GESTURE SWIPE LEFT";
|
||||
break;
|
||||
case Gesture.GESTURE_SWIPE_UP:
|
||||
gestureStrings[gesturesCount] = "GESTURE SWIPE UP";
|
||||
break;
|
||||
case Gesture.GESTURE_SWIPE_DOWN:
|
||||
gestureStrings[gesturesCount] = "GESTURE SWIPE DOWN";
|
||||
break;
|
||||
case Gesture.GESTURE_PINCH_IN:
|
||||
gestureStrings[gesturesCount] = "GESTURE PINCH IN";
|
||||
break;
|
||||
case Gesture.GESTURE_PINCH_OUT:
|
||||
gestureStrings[gesturesCount] = "GESTURE PINCH OUT";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
gesturesCount++;
|
||||
|
||||
// Reset gestures strings
|
||||
if (gesturesCount >= MaxGestureStrings)
|
||||
{
|
||||
for (int i = 0; i < MaxGestureStrings; i++)
|
||||
{
|
||||
gestureStrings[i] = " ";
|
||||
}
|
||||
gesturesCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawRectangleRec(touchArea, Color.GRAY);
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, Color.RAYWHITE);
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, ColorAlpha(Color.GRAY, 0.5f));
|
||||
|
||||
for (int i = 0; i < gesturesCount; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, ColorAlpha(Color.LIGHTGRAY, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, ColorAlpha(Color.LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
if (i < gesturesCount - 1)
|
||||
{
|
||||
DrawText(gestureStrings[i], 35, 36 + 20 * i, 10, Color.DARKGRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText(gestureStrings[i], 35, 36 + 20 * i, 10, Color.MAROON);
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleLines(10, 29, 200, screenHeight - 50, Color.GRAY);
|
||||
DrawText("DETECTED GESTURES", 50, 15, 10, Color.GRAY);
|
||||
|
||||
if (currentGesture != Gesture.GESTURE_NONE)
|
||||
{
|
||||
DrawCircleV(touchPosition, 30, Color.MAROON);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
return 0;
|
||||
}
|
||||
}
|
79
Examples/Core/InputKeys.cs
Normal file
79
Examples/Core/InputKeys.cs
Normal file
@ -0,0 +1,79 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputKeys
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||
|
||||
Vector2 ballPosition = new((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KeyboardKey.KEY_RIGHT))
|
||||
{
|
||||
ballPosition.X += 2.0f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_LEFT))
|
||||
{
|
||||
ballPosition.X -= 2.0f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_UP))
|
||||
{
|
||||
ballPosition.Y -= 2.0f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_DOWN))
|
||||
{
|
||||
ballPosition.Y += 2.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawText("move the ball with arrow keys", 10, 10, 20, Color.DARKGRAY);
|
||||
|
||||
DrawCircleV(ballPosition, 50, Color.MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
75
Examples/Core/InputMouse.cs
Normal file
75
Examples/Core/InputMouse.cs
Normal file
@ -0,0 +1,75 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMouse
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||
|
||||
Vector2 ballPosition = new(-100.0f, -100.0f);
|
||||
Color ballColor = Color.DARKBLUE;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
ballColor = Color.MAROON;
|
||||
}
|
||||
else if (IsMouseButtonPressed(MouseButton.MOUSE_MIDDLE_BUTTON))
|
||||
{
|
||||
ballColor = Color.LIME;
|
||||
}
|
||||
else if (IsMouseButtonPressed(MouseButton.MOUSE_RIGHT_BUTTON))
|
||||
{
|
||||
ballColor = Color.DARKBLUE;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, 40, ballColor);
|
||||
|
||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, Color.DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
64
Examples/Core/InputMouseWheel.cs
Normal file
64
Examples/Core/InputMouseWheel.cs
Normal file
@ -0,0 +1,64 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - Mouse wheel input
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMouseWheel
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
|
||||
|
||||
int boxPositionY = screenHeight / 2 - 40;
|
||||
|
||||
// Scrolling speed in pixels
|
||||
int scrollSpeed = 4;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
boxPositionY -= (int)(GetMouseWheelMove() * scrollSpeed);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawRectangle(screenWidth / 2 - 40, boxPositionY, 80, 80, Color.MAROON);
|
||||
|
||||
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, Color.GRAY);
|
||||
DrawText($"Box position Y: {boxPositionY}", 10, 40, 20, Color.LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
91
Examples/Core/InputMultitouch.cs
Normal file
91
Examples/Core/InputMultitouch.cs
Normal file
@ -0,0 +1,91 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input multitouch
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMultitouch
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
const int MaxTouchPoints = 10;
|
||||
Vector2[] touchPositions = new Vector2[MaxTouchPoints];
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get the touch point count (h ow many fingers are touching the screen )
|
||||
int tCount = GetTouchPointCount();
|
||||
|
||||
// Clamp touch points available (set the maximum touch points allowed )
|
||||
if (tCount > MaxTouchPoints)
|
||||
{
|
||||
tCount = MaxTouchPoints;
|
||||
}
|
||||
|
||||
// Get touch points positions
|
||||
for (int i = 0; i < tCount; i++)
|
||||
{
|
||||
touchPositions[i] = GetTouchPosition(i);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
for (int i = 0; i < tCount; i++)
|
||||
{
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].X > 0) && (touchPositions[i].Y > 0))
|
||||
{
|
||||
// Draw circle and touch index number
|
||||
DrawCircleV(touchPositions[i], 34, Color.ORANGE);
|
||||
DrawText(i.ToString(),
|
||||
(int)touchPositions[i].X - 10,
|
||||
(int)touchPositions[i].Y - 70,
|
||||
40,
|
||||
Color.BLACK
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, Color.DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
161
Examples/Core/LoadingThread.cs
Normal file
161
Examples/Core/LoadingThread.cs
Normal file
@ -0,0 +1,161 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - loading thread
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Threading;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Color;
|
||||
using static Raylib_cs.KeyboardKey;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
enum State
|
||||
{
|
||||
STATE_WAITING,
|
||||
STATE_LOADING,
|
||||
STATE_FINISHED
|
||||
}
|
||||
|
||||
public class LoadingThread
|
||||
{
|
||||
// C# bool is atomic. Used for synchronization
|
||||
// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/variables#atomicity-of-variable-references
|
||||
// Data Loaded completion indicator
|
||||
static bool dataLoaded = false;
|
||||
|
||||
// Data progress accumulator
|
||||
static int dataProgress = 0;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
|
||||
|
||||
// Loading data thread id
|
||||
Thread thread = new(new ThreadStart(LoadDataThread));
|
||||
|
||||
State state = State.STATE_WAITING;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
case State.STATE_WAITING:
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
thread.Start();
|
||||
//int error = pthread_create(ref, NULL, ref, NULL);
|
||||
//if (error != 0) TraceLog(TraceLogLevel.LOG_ERROR, "Error creating loading thread");
|
||||
//else TraceLog(TraceLogLevel.LOG_INFO, "Loading thread initialized successfully");
|
||||
|
||||
state = State.STATE_LOADING;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case State.STATE_LOADING:
|
||||
{
|
||||
framesCounter++;
|
||||
if (dataLoaded)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = State.STATE_FINISHED;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case State.STATE_FINISHED:
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
// Reset everything to launch again
|
||||
// atomic_store(ref, false);
|
||||
dataProgress = 0;
|
||||
state = State.STATE_WAITING;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.STATE_WAITING:
|
||||
DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY);
|
||||
break;
|
||||
case State.STATE_LOADING:
|
||||
{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
if ((framesCounter / 15) % 2 == 0) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
}
|
||||
break;
|
||||
case State.STATE_FINISHED:
|
||||
{
|
||||
DrawRectangle(150, 200, 500, 60, LIME);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Loading data thread function definition
|
||||
static void LoadDataThread()
|
||||
{
|
||||
int timeCounter = 0; // Time counted in ms
|
||||
// clock_t prevTime = clock(); // Previous time
|
||||
|
||||
// We simulate data loading with a time counter for 5 seconds
|
||||
while (timeCounter < 5000)
|
||||
{
|
||||
//clock_t currentTime = clock() - prevTime;
|
||||
//timeCounter = currentTime*1000/CLOCKS_PER_SEC;
|
||||
timeCounter += 1;
|
||||
|
||||
// We accumulate time over a global variable to be used in
|
||||
// main thread as a progress bar
|
||||
dataProgress = timeCounter / 10;
|
||||
}
|
||||
|
||||
// When data has finished loading, we set global variable
|
||||
dataLoaded = true;
|
||||
}
|
||||
}
|
||||
|
122
Examples/Core/Picking3D.cs
Normal file
122
Examples/Core/Picking3D.cs
Normal file
@ -0,0 +1,122 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Picking3d
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const 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);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 1.0f, 0.0f);
|
||||
Vector3 cubeSize = new(2.0f, 2.0f, 2.0f);
|
||||
|
||||
// Picking line ray
|
||||
Ray ray = new(new Vector3(0.0f, 0.0f, 0.0f), Vector3.Zero);
|
||||
RayCollision collision = new();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
|
||||
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
if (!collision.Hit)
|
||||
{
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check collision between ray and box
|
||||
BoundingBox box = new(
|
||||
cubePosition - cubeSize / 2,
|
||||
cubePosition + cubeSize / 2
|
||||
);
|
||||
collision = GetRayCollisionBox(ray, box);
|
||||
}
|
||||
else
|
||||
{
|
||||
collision.Hit = false;
|
||||
}
|
||||
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
if (collision.Hit)
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.X, cubeSize.Y, cubeSize.Z, Color.RED);
|
||||
DrawCubeWires(cubePosition, cubeSize.X, cubeSize.Y, cubeSize.Z, Color.MAROON);
|
||||
|
||||
DrawCubeWires(cubePosition, cubeSize.X + 0.2f, cubeSize.Y + 0.2f, cubeSize.Z + 0.2f, Color.GREEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.X, cubeSize.Y, cubeSize.Z, Color.GRAY);
|
||||
DrawCubeWires(cubePosition, cubeSize.X, cubeSize.Y, cubeSize.Z, Color.DARKGRAY);
|
||||
}
|
||||
|
||||
DrawRay(ray, Color.MAROON);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, Color.DARKGRAY);
|
||||
|
||||
if (collision.Hit)
|
||||
{
|
||||
int posX = (screenWidth - MeasureText("BOX SELECTED", 30)) / 2;
|
||||
DrawText("BOX SELECTED", posX, (int)(screenHeight * 0.1f), 30, Color.GREEN);
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
71
Examples/Core/RandomValues.cs
Normal file
71
Examples/Core/RandomValues.cs
Normal file
@ -0,0 +1,71 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class RandomValues
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
|
||||
// Variable used to count frames
|
||||
int framesCounter = 0;
|
||||
|
||||
// Get a random integer number between -8 and 5 (both included)
|
||||
int randValue = GetRandomValue(-8, 5);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// 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(Color.RAYWHITE);
|
||||
|
||||
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, Color.MAROON);
|
||||
|
||||
DrawText($"{randValue}", 360, 180, 80, Color.LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
84
Examples/Core/ScissorTest.cs
Normal file
84
Examples/Core/ScissorTest.cs
Normal file
@ -0,0 +1,84 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Scissor test
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class ScissorTest
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
|
||||
|
||||
Rectangle scissorArea = new(0, 0, 300, 300);
|
||||
bool scissorMode = true;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.KEY_S))
|
||||
{
|
||||
scissorMode = !scissorMode;
|
||||
}
|
||||
|
||||
// Centre the scissor area around the mouse position
|
||||
scissorArea.X = GetMouseX() - scissorArea.Width / 2;
|
||||
scissorArea.Y = GetMouseY() - scissorArea.Height / 2;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
if (scissorMode)
|
||||
{
|
||||
BeginScissorMode((int)scissorArea.X, (int)scissorArea.Y, (int)scissorArea.Width, (int)scissorArea.Height);
|
||||
}
|
||||
|
||||
// Draw full screen rectangle and some text
|
||||
// NOTE: Only part defined by scissor area will be rendered
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.RED);
|
||||
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, Color.LIGHTGRAY);
|
||||
|
||||
if (scissorMode)
|
||||
{
|
||||
EndScissorMode();
|
||||
}
|
||||
|
||||
DrawRectangleLinesEx(scissorArea, 1, Color.BLACK);
|
||||
DrawText("Press S to toggle scissor test", 10, 10, 20, Color.BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
136
Examples/Core/SmoothPixelperfect.cs
Normal file
136
Examples/Core/SmoothPixelperfect.cs
Normal file
@ -0,0 +1,136 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public static class SmoothPixelPerfect
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth / (float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
// Game world camera
|
||||
Camera2D worldSpaceCamera = new();
|
||||
worldSpaceCamera.Zoom = 1.0f;
|
||||
|
||||
// Smoothing camera
|
||||
Camera2D screenSpaceCamera = new();
|
||||
screenSpaceCamera.Zoom = 1.0f;
|
||||
|
||||
// This is where we'll draw all our objects.
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
|
||||
|
||||
Rectangle rec01 = new(70.0f, 35.0f, 20.0f, 20.0f);
|
||||
Rectangle rec02 = new(90.0f, 55.0f, 30.0f, 10.0f);
|
||||
Rectangle rec03 = new(80.0f, 65.0f, 15.0f, 25.0f);
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
(float)target.Texture.Width,
|
||||
-(float)target.Texture.Height
|
||||
);
|
||||
Rectangle destRec = new(
|
||||
-virtualRatio,
|
||||
-virtualRatio,
|
||||
screenWidth + (virtualRatio * 2),
|
||||
screenHeight + (virtualRatio * 2)
|
||||
);
|
||||
|
||||
Vector2 origin = new(0.0f, 0.0f);
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 60.0f * GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
||||
|
||||
// Make the camera move to demonstrate the effect
|
||||
cameraX = (MathF.Sin((float)GetTime()) * 50.0f) - 10.0f;
|
||||
cameraY = MathF.Cos((float)GetTime()) * 30.0f;
|
||||
|
||||
// Set the camera's target to the values computed above
|
||||
screenSpaceCamera.Target = new Vector2(cameraX, cameraY);
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.Target.X = (int)screenSpaceCamera.Target.X;
|
||||
screenSpaceCamera.Target.X -= worldSpaceCamera.Target.X;
|
||||
screenSpaceCamera.Target.X *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.Target.Y = (int)screenSpaceCamera.Target.Y;
|
||||
screenSpaceCamera.Target.Y -= worldSpaceCamera.Target.Y;
|
||||
screenSpaceCamera.Target.Y *= virtualRatio;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode2D(worldSpaceCamera);
|
||||
DrawRectanglePro(rec01, origin, rotation, Color.BLACK);
|
||||
DrawRectanglePro(rec02, origin, -rotation, Color.RED);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, Color.BLUE);
|
||||
EndMode2D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RED);
|
||||
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.WHITE);
|
||||
EndMode2D();
|
||||
|
||||
DrawText($"Screen resolution: {screenWidth}x{screenHeight}", 10, 10, 20, Color.DARKBLUE);
|
||||
DrawText($"World resolution: {virtualScreenWidth}x{virtualScreenHeight}", 10, 40, 20, Color.DARKGREEN);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
174
Examples/Core/SplitScreen.cs
Normal file
174
Examples/Core/SplitScreen.cs
Normal file
@ -0,0 +1,174 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - split screen
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public unsafe class SplitScreen
|
||||
{
|
||||
static Texture2D TextureGrid;
|
||||
static Camera3D CameraPlayer1;
|
||||
static Camera3D CameraPlayer2;
|
||||
|
||||
// Scene drawing
|
||||
static void DrawScene()
|
||||
{
|
||||
int count = 5;
|
||||
float spacing = 4;
|
||||
|
||||
// Grid of cube trees on a plane to make a "world"
|
||||
// Simple world plane
|
||||
DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.BEIGE);
|
||||
|
||||
for (float x = -count * spacing; x <= count * spacing; x += spacing)
|
||||
{
|
||||
for (float z = -count * spacing; z <= count * spacing; z += spacing)
|
||||
{
|
||||
DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.LIME);
|
||||
DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.BROWN);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a cube at each player's position
|
||||
DrawCube(CameraPlayer1.Position, 1, 1, 1, Color.RED);
|
||||
DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.BLUE);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
|
||||
|
||||
// Generate a simple texture to use for trees
|
||||
Image img = GenImageChecked(256, 256, 32, 32, Color.DARKGRAY, Color.WHITE);
|
||||
TextureGrid = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
SetTextureFilter(TextureGrid, TextureFilter.TEXTURE_FILTER_ANISOTROPIC_16X);
|
||||
SetTextureWrap(TextureGrid, TextureWrap.TEXTURE_WRAP_CLAMP);
|
||||
|
||||
// Setup player 1 camera and screen
|
||||
CameraPlayer1.FovY = 45.0f;
|
||||
CameraPlayer1.Up.Y = 1.0f;
|
||||
CameraPlayer1.Target.Y = 1.0f;
|
||||
CameraPlayer1.Position.Z = -3.0f;
|
||||
CameraPlayer1.Position.Y = 1.0f;
|
||||
|
||||
RenderTexture2D screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Setup player two camera and screen
|
||||
CameraPlayer2.FovY = 45.0f;
|
||||
CameraPlayer2.Up.Y = 1.0f;
|
||||
CameraPlayer2.Target.Y = 3.0f;
|
||||
CameraPlayer2.Position.X = -3.0f;
|
||||
CameraPlayer2.Position.Y = 3.0f;
|
||||
|
||||
RenderTexture2D screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
(float)screenPlayer1.Texture.Width,
|
||||
(float)-screenPlayer1.Texture.Height
|
||||
);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// If anyone moves this frame, how far will they move based on the time since the last frame
|
||||
// this moves thigns at 10 world units per second, regardless of the actual FPS
|
||||
float offsetThisFrame = 10.0f * GetFrameTime();
|
||||
|
||||
// Move Player1 forward and backwards (no turning)
|
||||
if (IsKeyDown(KeyboardKey.KEY_W))
|
||||
{
|
||||
CameraPlayer1.Position.Z += offsetThisFrame;
|
||||
CameraPlayer1.Target.Z += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.KEY_S))
|
||||
{
|
||||
CameraPlayer1.Position.Z -= offsetThisFrame;
|
||||
CameraPlayer1.Target.Z -= offsetThisFrame;
|
||||
}
|
||||
|
||||
// Move Player2 forward and backwards (no turning)
|
||||
if (IsKeyDown(KeyboardKey.KEY_UP))
|
||||
{
|
||||
CameraPlayer2.Position.X += offsetThisFrame;
|
||||
CameraPlayer2.Target.X += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.KEY_DOWN))
|
||||
{
|
||||
CameraPlayer2.Position.X -= offsetThisFrame;
|
||||
CameraPlayer2.Target.X -= offsetThisFrame;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw Player1 view to the render texture
|
||||
BeginTextureMode(screenPlayer1);
|
||||
ClearBackground(Color.SKYBLUE);
|
||||
|
||||
BeginMode3D(CameraPlayer1);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
|
||||
DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.RED);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Player2 view to the render texture
|
||||
BeginTextureMode(screenPlayer2);
|
||||
ClearBackground(Color.SKYBLUE);
|
||||
|
||||
BeginMode3D(CameraPlayer2);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
|
||||
DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.BLUE);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.BLACK);
|
||||
|
||||
DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.WHITE);
|
||||
DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.WHITE);
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenPlayer1);
|
||||
UnloadRenderTexture(screenPlayer2);
|
||||
UnloadTexture(TextureGrid);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
202
Examples/Core/StorageValues.cs
Normal file
202
Examples/Core/StorageValues.cs
Normal file
@ -0,0 +1,202 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Storage save/load values
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class StorageValues
|
||||
{
|
||||
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
enum StorageData
|
||||
{
|
||||
Score,
|
||||
HiScore
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const string storageDataFile = "storage.data";
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.KEY_R))
|
||||
{
|
||||
score = GetRandomValue(1000, 2000);
|
||||
hiscore = GetRandomValue(2000, 4000);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ENTER))
|
||||
{
|
||||
SaveStorageValue(storageDataFile, (int)StorageData.Score, score);
|
||||
SaveStorageValue(storageDataFile, (int)StorageData.HiScore, hiscore);
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_SPACE))
|
||||
{
|
||||
// NOTE: If requested position could not be found, value 0 is returned
|
||||
score = LoadStorageValue(storageDataFile, (int)StorageData.Score);
|
||||
hiscore = LoadStorageValue(storageDataFile, (int)StorageData.HiScore);
|
||||
}
|
||||
|
||||
framesCounter++;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
DrawText($"SCORE: {score}", 280, 130, 40, Color.MAROON);
|
||||
DrawText($"HI-SCORE: {hiscore}", 210, 200, 50, Color.BLACK);
|
||||
|
||||
DrawText($"frames: {framesCounter}", 10, 10, 20, Color.LIME);
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, Color.LIGHTGRAY);
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, Color.LIGHTGRAY);
|
||||
DrawText("Press SPACE to LOAD values", 252, 350, 20, Color.LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Save integer value to storage file (to defined position)
|
||||
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
|
||||
private static unsafe bool SaveStorageValue(string fileName, uint position, int value)
|
||||
{
|
||||
using var fileNameBuffer = fileName.ToUtf8Buffer();
|
||||
|
||||
bool success = false;
|
||||
uint dataSize = 0;
|
||||
uint newDataSize = 0;
|
||||
|
||||
byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
byte* newFileData = null;
|
||||
|
||||
if (fileData != null)
|
||||
{
|
||||
if (dataSize <= (position * sizeof(int)))
|
||||
{
|
||||
// Increase data size up to position and store value
|
||||
newDataSize = (position + 1) * sizeof(int);
|
||||
newFileData = (byte*)MemRealloc(fileData, (int)newDataSize);
|
||||
|
||||
if (newFileData != null)
|
||||
{
|
||||
// RL_REALLOC succeded
|
||||
int* dataPtr = (int*)newFileData;
|
||||
dataPtr[position] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// RL_REALLOC failed
|
||||
uint positionInBytes = position * sizeof(int);
|
||||
TraceLog(
|
||||
TraceLogLevel.LOG_WARNING,
|
||||
@$"FILEIO: [{fileName}] Failed to realloc data ({dataSize}),
|
||||
position in bytes({positionInBytes}) bigger than actual file size"
|
||||
);
|
||||
|
||||
// We store the old size of the file
|
||||
newFileData = fileData;
|
||||
newDataSize = dataSize;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Store the old size of the file
|
||||
newFileData = fileData;
|
||||
newDataSize = dataSize;
|
||||
|
||||
// Replace value on selected position
|
||||
int* dataPtr = (int*)newFileData;
|
||||
dataPtr[position] = value;
|
||||
}
|
||||
|
||||
success = SaveFileData(fileNameBuffer.AsPointer(), newFileData, newDataSize);
|
||||
MemFree(newFileData);
|
||||
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FILEIO: [{fileName}] Saved storage value: {value}");
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FILEIO: [{fileName}] File created successfully");
|
||||
|
||||
dataSize = (position + 1) * sizeof(int);
|
||||
fileData = (byte*)MemAlloc((int)dataSize);
|
||||
int* dataPtr = (int*)fileData;
|
||||
dataPtr[position] = value;
|
||||
|
||||
success = SaveFileData(fileNameBuffer.AsPointer(), fileData, dataSize);
|
||||
UnloadFileData(fileData);
|
||||
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FILEIO: [{fileName}] Saved storage value: {value}");
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Load integer value from storage file (from defined position)
|
||||
// NOTE: If requested position could not be found, value 0 is returned
|
||||
private static unsafe int LoadStorageValue(string fileName, uint position)
|
||||
{
|
||||
using var fileNameBuffer = fileName.ToUtf8Buffer();
|
||||
|
||||
int value = 0;
|
||||
uint dataSize = 0;
|
||||
byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
|
||||
if (fileData != null)
|
||||
{
|
||||
if (dataSize < (position * 4))
|
||||
{
|
||||
TraceLog(
|
||||
TraceLogLevel.LOG_WARNING,
|
||||
$"FILEIO: [{fileName}] Failed to find storage position: {value}"
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
int* dataPtr = (int*)fileData;
|
||||
value = dataPtr[position];
|
||||
}
|
||||
|
||||
UnloadFileData(fileData);
|
||||
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FILEIO: [{fileName}] Loaded storage value: {value}");
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
}
|
191
Examples/Core/VrSimulator.cs
Normal file
191
Examples/Core/VrSimulator.cs
Normal file
@ -0,0 +1,191 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class VrSimulator
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 1080;
|
||||
const int screenHeight = 600;
|
||||
|
||||
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// VR device parameters definition
|
||||
VrDeviceInfo device = new VrDeviceInfo
|
||||
{
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
HResolution = 2160,
|
||||
VResolution = 1200,
|
||||
HScreenSize = 0.133793f,
|
||||
VScreenSize = 0.0669f,
|
||||
VScreenCenter = 0.04678f,
|
||||
EyeToScreenDistance = 0.041f,
|
||||
LensSeparationDistance = 0.07f,
|
||||
InterpupillaryDistance = 0.07f,
|
||||
};
|
||||
|
||||
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
|
||||
// Following parameters are an approximation to distortion stereo rendering but results differ from actual
|
||||
// device.
|
||||
unsafe
|
||||
{
|
||||
device.LensDistortionValues[0] = 1.0f;
|
||||
device.LensDistortionValues[1] = 0.22f;
|
||||
device.LensDistortionValues[2] = 0.24f;
|
||||
device.LensDistortionValues[3] = 0.0f;
|
||||
device.ChromaAbCorrection[0] = 0.996f;
|
||||
device.ChromaAbCorrection[1] = -0.004f;
|
||||
device.ChromaAbCorrection[2] = 1.014f;
|
||||
device.ChromaAbCorrection[3] = 0.0f;
|
||||
}
|
||||
|
||||
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
|
||||
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(null, "resources/distortion330.fs");
|
||||
|
||||
// Update distortion shader with lens and distortion-scale parameters
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "leftLensCenter"),
|
||||
config.LeftLensCenter,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "rightLensCenter"),
|
||||
config.RightLensCenter,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "leftScreenCenter"),
|
||||
config.LeftScreenCenter,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "rightScreenCenter"),
|
||||
config.RightScreenCenter,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "scale"),
|
||||
config.Scale,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "scaleIn"),
|
||||
config.ScaleIn,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
);
|
||||
|
||||
unsafe
|
||||
{
|
||||
SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "deviceWarpParam"),
|
||||
device.LensDistortionValues,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC4
|
||||
);
|
||||
SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "chromaAbParam"),
|
||||
device.ChromaAbCorrection,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC4
|
||||
);
|
||||
}
|
||||
|
||||
// Initialize framebuffer for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(5.0f, 2.0f, 5.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 60.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginVrStereoMode(config);
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.MAROON);
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
EndVrStereoMode();
|
||||
EndTextureMode();
|
||||
|
||||
BeginShaderMode(distortion);
|
||||
DrawTextureRec(
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height),
|
||||
new Vector2(0.0f, 0.0f),
|
||||
Color.WHITE
|
||||
);
|
||||
EndShaderMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadVrStereoConfig(config);
|
||||
UnloadRenderTexture(target);
|
||||
UnloadShader(distortion);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
276
Examples/Core/WindowFlags.cs
Normal file
276
Examples/Core/WindowFlags.cs
Normal file
@ -0,0 +1,276 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window flags
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.ConfigFlags;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WindowFlags
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = new(GetScreenWidth() / 2, GetScreenHeight() / 2);
|
||||
Vector2 ballSpeed = new(5.0f, 4.0f);
|
||||
int ballRadius = 20;
|
||||
|
||||
int framesCounter = 0;
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.KEY_F))
|
||||
{
|
||||
// modifies window size when scaling!
|
||||
ToggleFullscreen();
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_R))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE))
|
||||
{
|
||||
ClearWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_D))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED))
|
||||
{
|
||||
ClearWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_H))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_HIDDEN))
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_HIDDEN);
|
||||
}
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240)
|
||||
{
|
||||
// Show window after 3 seconds
|
||||
ClearWindowState(FLAG_WINDOW_HIDDEN);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_N))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
MinimizeWindow();
|
||||
}
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240)
|
||||
{
|
||||
// Restore window after 3 seconds
|
||||
RestoreWindow();
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_M))
|
||||
{
|
||||
// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED))
|
||||
{
|
||||
RestoreWindow();
|
||||
}
|
||||
else
|
||||
{
|
||||
MaximizeWindow();
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_U))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED))
|
||||
{
|
||||
ClearWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_T))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST))
|
||||
{
|
||||
ClearWindowState(FLAG_WINDOW_TOPMOST);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_TOPMOST);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_A))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN))
|
||||
{
|
||||
ClearWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_V))
|
||||
{
|
||||
if (IsWindowState(FLAG_VSYNC_HINT))
|
||||
{
|
||||
ClearWindowState(FLAG_VSYNC_HINT);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetWindowState(FLAG_VSYNC_HINT);
|
||||
}
|
||||
}
|
||||
|
||||
// Bouncing ball logic
|
||||
ballPosition.X += ballSpeed.X;
|
||||
ballPosition.Y += ballSpeed.Y;
|
||||
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
|
||||
{
|
||||
ballSpeed.X *= -1.0f;
|
||||
}
|
||||
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
|
||||
{
|
||||
ballSpeed.Y *= -1.0f;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT))
|
||||
{
|
||||
ClearBackground(Color.BLANK);
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
}
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, Color.MAROON);
|
||||
DrawRectangleLinesEx(new Rectangle(0, 0, GetScreenWidth(), GetScreenHeight()), 4, Color.RAYWHITE);
|
||||
|
||||
DrawCircleV(GetMousePosition(), 10, Color.DARKBLUE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText($"Screen Size: [{GetScreenWidth()}, {GetScreenHeight()}]", 10, 40, 10, Color.GREEN);
|
||||
|
||||
// Draw window state info
|
||||
Color on = Color.LIME;
|
||||
Color off = Color.MAROON;
|
||||
|
||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, Color.GRAY);
|
||||
|
||||
DrawWindowState(FLAG_FULLSCREEN_MODE, "[F] FLAG_FULLSCREEN_MODE: ", 10, 80, 10);
|
||||
DrawWindowState(FLAG_WINDOW_RESIZABLE, "[R] FLAG_WINDOW_RESIZABLE: ", 10, 100, 10);
|
||||
DrawWindowState(FLAG_WINDOW_UNDECORATED, "[D] FLAG_WINDOW_UNDECORATED: ", 10, 120, 10);
|
||||
DrawWindowState(FLAG_WINDOW_HIDDEN, "[H] FLAG_WINDOW_HIDDEN: ", 10, 140, 10);
|
||||
DrawWindowState(FLAG_WINDOW_MINIMIZED, "[N] FLAG_WINDOW_MINIMIZED: ", 10, 160, 10);
|
||||
DrawWindowState(FLAG_WINDOW_MAXIMIZED, "[M] FLAG_WINDOW_MAXIMIZED: ", 10, 180, 10);
|
||||
DrawWindowState(FLAG_WINDOW_UNFOCUSED, "[G] FLAG_WINDOW_UNFOCUSED: ", 10, 200, 10);
|
||||
DrawWindowState(FLAG_WINDOW_TOPMOST, "[T] FLAG_WINDOW_TOPMOST: ", 10, 220, 10);
|
||||
DrawWindowState(FLAG_WINDOW_ALWAYS_RUN, "[A] FLAG_WINDOW_ALWAYS_RUN: ", 10, 240, 10);
|
||||
DrawWindowState(FLAG_VSYNC_HINT, "[V] FLAG_VSYNC_HINT: ", 10, 260, 10);
|
||||
|
||||
DrawText("Following flags can only be set before window creation:", 10, 300, 10, Color.GRAY);
|
||||
|
||||
DrawWindowState(FLAG_WINDOW_HIGHDPI, "[F] FLAG_WINDOW_HIGHDPI: ", 10, 320, 10);
|
||||
DrawWindowState(FLAG_WINDOW_TRANSPARENT, "[F] FLAG_WINDOW_TRANSPARENT: ", 10, 340, 10);
|
||||
DrawWindowState(FLAG_MSAA_4X_HINT, "[F] FLAG_MSAA_4X_HINT: ", 10, 360, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void DrawWindowState(ConfigFlags flag, string text, int posX, int posY, int fontSize)
|
||||
{
|
||||
Color onColor = Color.LIME;
|
||||
Color offColor = Color.MAROON;
|
||||
|
||||
if (Raylib.IsWindowState(flag))
|
||||
{
|
||||
DrawText($"{text} on", posX, posY, fontSize, onColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText($"{text} off", posX, posY, fontSize, offColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
139
Examples/Core/WindowLetterbox.cs
Normal file
139
Examples/Core/WindowLetterbox.cs
Normal file
@ -0,0 +1,139 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window scale letterbox
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WindowLetterbox
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(ConfigFlags.FLAG_WINDOW_RESIZABLE | ConfigFlags.FLAG_VSYNC_HINT);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
int gameScreenWidth = 640;
|
||||
int gameScreenHeight = 480;
|
||||
|
||||
// Render texture initialization, used to hold the rendering result so we can easily resize it
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.Texture, TextureFilter.TEXTURE_FILTER_BILINEAR);
|
||||
|
||||
Color[] colors = new Color[10];
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
colors[i] = new Color(GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = MathF.Min(
|
||||
(float)GetScreenWidth() / gameScreenWidth,
|
||||
(float)GetScreenHeight() / gameScreenHeight
|
||||
);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_SPACE))
|
||||
{
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
colors[i] = new Color(
|
||||
GetRandomValue(100, 250),
|
||||
GetRandomValue(50, 150),
|
||||
GetRandomValue(10, 100),
|
||||
255
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Update virtual mouse (clamped mouse value behind game screen)
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Vector2 virtualMouse = Vector2.Zero;
|
||||
virtualMouse.X = (mouse.X - (GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f) / scale;
|
||||
virtualMouse.Y = (mouse.Y - (GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f) / scale;
|
||||
|
||||
Vector2 max = new((float)gameScreenWidth, (float)gameScreenHeight);
|
||||
virtualMouse = Vector2.Clamp(virtualMouse, Vector2.Zero, max);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.BLACK);
|
||||
|
||||
// Draw everything in the render texture, note this will not be rendered on screen, yet
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
DrawRectangle(0, (gameScreenHeight / 10) * i, gameScreenWidth, gameScreenHeight / 10, colors[i]);
|
||||
}
|
||||
|
||||
DrawText(
|
||||
"If executed inside a window,\nyou can resize the window,\nand see the screen scaling!",
|
||||
10,
|
||||
25,
|
||||
20,
|
||||
Color.WHITE
|
||||
);
|
||||
|
||||
DrawText($"Default Mouse: [{(int)mouse.X} {(int)mouse.Y}]", 350, 25, 20, Color.GREEN);
|
||||
DrawText($"Virtual Mouse: [{(int)virtualMouse.X}, {(int)virtualMouse.Y}]", 350, 55, 20, Color.YELLOW);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
Rectangle sourceRec = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
(float)target.Texture.Width,
|
||||
(float)-target.Texture.Height
|
||||
);
|
||||
Rectangle destRec = new(
|
||||
(GetScreenWidth() - ((float)gameScreenWidth * scale)) * 0.5f,
|
||||
(GetScreenHeight() - ((float)gameScreenHeight * scale)) * 0.5f,
|
||||
(float)gameScreenWidth * scale,
|
||||
(float)gameScreenHeight * scale
|
||||
);
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0, 0), 0.0f, Color.WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
97
Examples/Core/WorldScreen.cs
Normal file
97
Examples/Core/WorldScreen.cs
Normal file
@ -0,0 +1,97 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - World to screen
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WorldScreen
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
Vector2 cubeScreenPosition;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen(
|
||||
new Vector3(cubePosition.X, cubePosition.Y + 2.5f, cubePosition.Z),
|
||||
camera
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText(
|
||||
"Enemy: 100 / 100",
|
||||
(int)cubeScreenPosition.X - MeasureText("Enemy: 100 / 100", 20) / 2,
|
||||
(int)cubeScreenPosition.Y,
|
||||
20,
|
||||
Color.BLACK
|
||||
);
|
||||
DrawText(
|
||||
"Text is always on top of the cube",
|
||||
(screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2,
|
||||
25,
|
||||
20,
|
||||
Color.GRAY
|
||||
);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user