Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
victorfisac 2016-10-06 20:57:31 +02:00
commit 2a158c4795
201 changed files with 26426 additions and 5569 deletions

16
.gitignore vendored
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@ -49,7 +49,7 @@ ipch/
# Ignore compiled binaries # Ignore compiled binaries
*.o *.o
*.exe *.exe
!tools/rrem.exe !tools/rREM/rrem.exe
# Ignore files build by xcode # Ignore files build by xcode
*.mode*v* *.mode*v*
@ -75,4 +75,16 @@ src/libraylib.bc
!src/external/glfw3/lib/win32/glfw3.dll !src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll !src/external/openal_soft/lib/win32/OpenAL32.dll
!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll !src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
!src/external/pthread/pthreadGC2.dll !src/external/pthread/lib/pthreadGC2.dll
# Visual Studio project
project/vs2015/*.db
project/vs2015/*.opendb
!project/vs2015/raylib.sln
!project/vs2015/raylib/*.vcxproj
!project/vs2015/examples/*.vcxproj
!project/vs2015/external/glfw3/lib/win32/glfw3.dll
!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
!project/vs2015/external/lua/lib/win32/lua53.dll

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@ -249,6 +249,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system. - [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game. - [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system. - [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San" [raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

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@ -77,8 +77,27 @@ endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_PATH = ../release/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PATH = ../release/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_PATH = ../release/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_PATH = ../release/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH = ../release/rpi
endif
# define any directories containing required header files # define any directories containing required header files
INCLUDES = -I. -I../src -I../src/external INCLUDES = -I. -I../src -I../src/external -I$(RAYLIB_PATH)
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
@ -97,7 +116,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif endif
# define library paths containing required libs # define library paths containing required libs
LFLAGS = -L. -L../src LFLAGS = -L. -L../src -L$(RAYLIB_PATH)
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS += -L/opt/vc/lib LFLAGS += -L/opt/vc/lib
@ -120,7 +139,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling # libraries for Debian GNU/Linux desktop compiling
# requires the following packages: # requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev # libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
# on XWindow could require also below libraries, just uncomment # on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else else
@ -210,6 +229,7 @@ EXAMPLES = \
audio_sound_loading \ audio_sound_loading \
audio_music_stream \ audio_music_stream \
audio_module_playing \ audio_module_playing \
audio_raw_stream \
fix_dylib \ fix_dylib \
@ -436,10 +456,14 @@ audio_sound_loading: audio_sound_loading.c
audio_music_stream: audio_music_stream.c audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - module playing (OGG) # compile [audio] example - module playing (XM)
audio_module_playing: audio_module_playing.c audio_module_playing: audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - raw audio streaming
audio_raw_stream: audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC) # fix dylib install path name for each executable (MAC)
fix_dylib: fix_dylib:
ifeq ($(PLATFORM_OS),OSX) ifeq ($(PLATFORM_OS),OSX)

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@ -57,9 +57,12 @@ int main()
// Create a RenderTexture2D to be used for render to texture // Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream Music xm = LoadMusicStream("resources/audio/mini1111.xm");
PlayMusicStream(xm);
float timePlayed = 0.0f; float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -69,7 +72,29 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
for (int i = MAX_CIRCLES - 1; i >= 0; i--) UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2;
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{ {
circles[i].alpha += circles[i].speed; circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f; circles[i].radius += circles[i].speed*10.0f;
@ -86,11 +111,6 @@ int main()
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
} }
} }
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -129,6 +149,8 @@ int main()
UnloadShader(shader); // Unload shader UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture UnloadRenderTexture(target); // Unload render texture
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context

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@ -0,0 +1,122 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Module playing (streaming)
--
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_CIRCLES = 64
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)")
InitAudioDevice() -- Initialize audio device
local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }
-- Creates ome circles for visual effect
local circles = {}
for i = MAX_CIRCLES, 1, -1 do
circles[i] = {}
circles[i].alpha = 0.0
circles[i].radius = GetRandomValue(10, 40)
circles[i].position = Vector2(0, 0)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].speed = GetRandomValue(1, 100)/20000.0
circles[i].color = colors[GetRandomValue(1, 14)]
end
-- Load postprocessing bloom shader
local shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs")
-- Create a RenderTexture2D to be used for render to texture
local target = LoadRenderTexture(screenWidth, screenHeight)
local xm = LoadMusicStream("resources/audio/mini1111.xm")
PlayMusicStream(xm)
local timePlayed = 0.0
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
for i = MAX_CIRCLES, 1, -1 do
circles[i].alpha = circles[i].alpha + circles[i].speed
circles[i].radius = circles[i].radius + circles[i].speed*10.0
if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
if (circles[i].alpha <= 0.0) then
circles[i].alpha = 0.0
circles[i].radius = GetRandomValue(10, 40)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].color = colors[GetRandomValue(1, 14)]
circles[i].speed = GetRandomValue(1, 100)/20000.0
end
end
-- Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2
UpdateMusicStream(xm) -- Update music buffer with new stream data
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(BLACK)
BeginTextureMode(target) -- Enable drawing to texture
for i = MAX_CIRCLES, 1, -1 do
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha))
end
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader)
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
EndShaderMode()
-- Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadShader(shader) -- Unload shader
UnloadRenderTexture(target) -- Unload render texture
UnloadMusicStream(xm) -- Unload music stream buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

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@ -24,11 +24,12 @@ int main()
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
int framesCounter = 0;
float timePlayed = 0.0f; float timePlayed = 0.0f;
//float volume = 1.0; bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -38,32 +39,26 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
framesCounter++; UpdateMusicStream(music); // Update music buffer with new stream data
// Testing music fading from one file to another // Restart music playing (stop and play)
/* if (IsKeyPressed(KEY_SPACE))
if (framesCounter > 600) // Wait for 10 seconds (600 frames)
{ {
volume -= 0.01; // Decrement music volume level StopMusicStream(music);
PlayMusicStream(music);
// When music volume level equal or lower than 0,
// restore volume level and init another music file
if (volume <= 0)
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream(1, "resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
} }
*/
if (IsWindowMinimized()) PauseMusicStream(0);
else ResumeMusicStream(0);
timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels // Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
UpdateMusicStream(0); // Update music buffer with new stream data if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -72,10 +67,14 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY); DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 250, 400, 12, LIGHTGRAY); DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON); DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -83,9 +82,11 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseWindow(); // Close window and OpenGL context CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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@ -0,0 +1,66 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Music playing (streaming)
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)")
InitAudioDevice() -- Initialize audio device
local music = LoadMusicStream("resources/audio/guitar_noodling.ogg")
PlayMusicStream(music)
local framesCounter = 0
local timePlayed = 0.0
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
framesCounter = framesCounter + 1
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4 -- We scale by 4 to fit 400 pixels
UpdateMusicStream(music) -- Update music buffer with new stream data
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY)
DrawRectangle(200, 250, 400, 12, LIGHTGRAY)
DrawRectangle(200, 250, timePlayed//1, 12, MAROON)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadMusicStream(music) -- Unload music stream buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

111
examples/audio_raw_stream.c Normal file
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@ -0,0 +1,111 @@
/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 20000
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 32, 1);
// Fill audio stream with some samples (sine wave)
float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
}
// NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
// for that reason, there is a clip everytime audio stream is looped
PlayAudioStream(stream);
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= 4096) numSamples = 4096;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i];
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,97 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Raw audio streaming
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_SAMPLES = 20000
DEG2RAD = math.pi/180.0
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming")
InitAudioDevice() -- Initialize audio device
-- Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
local stream = InitAudioStream(22050, 32, 1)
-- Fill audio stream with some samples (sine wave)
local data = {}
for i = 1, MAX_SAMPLES do
data[i] = math.sin(((2*math.pi*i)/2)*DEG2RAD)
end
-- NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
-- for that reason, there is a clip everytime audio stream is looped
PlayAudioStream(stream)
local totalSamples = MAX_SAMPLES
local samplesLeft = totalSamples
local position = Vector2(0, 0)
SetTargetFPS(30) -- Set our game to run at 30 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- Refill audio stream if required
if (IsAudioBufferProcessed(stream)) then
local numSamples = 0
if (samplesLeft >= 4096) then numSamples = 4096
else numSamples = samplesLeft end
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples)
samplesLeft = samplesLeft - numSamples
-- Reset samples feeding (loop audio)
if (samplesLeft <= 0) then samplesLeft = totalSamples end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY)
-- NOTE: Draw a part of the sine wave (only screen width)
for i = 1, GetScreenWidth() do
position.x = (i - 1)
position.y = 250 + 50*data[i]
DrawPixelV(position, RED)
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseAudioStream(stream) -- Close raw audio stream and delete buffers from RAM
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View file

@ -36,7 +36,6 @@ int main()
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -0,0 +1,59 @@
-------------------------------------------------------------------------------------------
--
-- raylib [audio] example - Sound loading and playing
--
-- NOTE: This example requires OpenAL Soft library installed
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing")
InitAudioDevice() -- Initialize audio device
local fxWav = LoadSound("resources/audio/weird.wav") -- Load WAV audio file
local fxOgg = LoadSound("resources/audio/tanatana.ogg") -- Load OGG audio file
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyPressed(KEY.SPACE)) then PlaySound(fxWav) end -- Play WAV sound
if (IsKeyPressed(KEY.ENTER)) then PlaySound(fxOgg) end -- Play OGG sound
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY)
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadSound(fxWav) -- Unload sound data
UnloadSound(fxOgg) -- Unload sound data
CloseAudioDevice() -- Close audio device
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

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@ -39,7 +39,8 @@ int main()
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
printf("\nPress s or d to play sounds...\n"); printf("\nPress s or d to play sounds...\n");
@ -59,11 +60,13 @@ int main()
key = 0; key = 0;
} }
UpdateMusicStream(0); UpdateMusicStream(music);
} }
UnloadSound(fxWav); // Unload sound data UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data UnloadSound(fxOgg); // Unload sound data
UnloadMusicStream(music); // Unload music stream data
CloseAudioDevice(); CloseAudioDevice();

130
examples/core_2d_camera.lua Normal file
View file

@ -0,0 +1,130 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - 2d camera
--
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
MAX_BUILDINGS = 100
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera")
local player = Rectangle(400, 280, 40, 40)
local buildings = {}
local buildColors = {}
local spacing = 0;
for i = 1, MAX_BUILDINGS do
buildings[i] = Rectangle(0, 0, 0, 0)
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 = spacing + buildings[i].width
buildColors[i] = Color(GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255)
end
local camera = Camera2D(Vector2(0, 0), Vector2(0, 0), 0.0, 1.0)
camera.target = Vector2(player.x + 20, player.y + 20)
camera.offset = Vector2(0, 0)
camera.rotation = 0.0
camera.zoom = 1.0
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
if (IsKeyDown(KEY.RIGHT)) then
player.x = player.x + 2 -- Player movement
camera.offset.x = camera.offset.x - 2 -- Camera displacement with player movement
elseif (IsKeyDown(KEY.LEFT)) then
player.x = player.x - 2 -- Player movement
camera.offset.x = camera.offset.x + 2 -- Camera displacement with player movement
end
-- Camera target follows player
camera.target = Vector2(player.x + 20, player.y + 20)
-- Camera rotation controls
if (IsKeyDown(KEY.A)) then camera.rotation = camera.rotation - 1
elseif (IsKeyDown(KEY.S)) then camera.rotation = camera.rotation + 1
end
-- Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) then camera.rotation = 40
elseif (camera.rotation < -40) then camera.rotation = -40
end
-- Camera zoom controls
camera.zoom = camera.zoom + (GetMouseWheelMove()*0.05)
if (camera.zoom > 3.0) then camera.zoom = 3.0
elseif (camera.zoom < 0.1) then camera.zoom = 0.1
end
-- Camera reset (zoom and rotation)
if (IsKeyPressed(KEY.R)) then
camera.zoom = 1.0
camera.rotation = 0.0
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin2dMode(camera)
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
for i = 1, MAX_BUILDINGS, 1 do DrawRectangleRec(buildings[i], buildColors[i]) end
DrawRectangleRec(player, RED)
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN)
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN)
End2dMode()
DrawText("SCREEN AREA", 640, 10, 20, RED)
DrawRectangle(0, 0, screenWidth, 5, RED)
DrawRectangle(0, 5, 5, screenHeight - 10, RED)
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED)
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED)
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 250, 113, BLUE)
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK)
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY)
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY)
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY)
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY)
EndDrawing();
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View file

@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector) // Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns // Generates some random columns
float heights[MAX_COLUMNS]; float heights[MAX_COLUMNS];
@ -37,10 +37,7 @@ int main()
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
} }
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -50,7 +47,7 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position UpdateCamera(&camera); // Update camera and player position
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

View file

@ -0,0 +1,85 @@
--------------------------------------------------------------------------------------------
--
-- raylib [core] example - 3d camera first person
--
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
--
--------------------------------------------------------------------------------------------
MAX_COLUMNS = 20
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local 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)
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0)
-- Generates some random columns
local heights = {}
local positions = {}
local colors = {}
for i = 1, MAX_COLUMNS do
heights[i] = GetRandomValue(1, 12)
positions[i] = Vector3(GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15))
colors[i] = Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255)
end
local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position
SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawPlane(Vector3(0.0, 0.0, 0.0), Vector2(32.0, 32.0), LIGHTGRAY) -- Draw ground
DrawCube(Vector3(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, BLUE) -- Draw a blue wall
DrawCube(Vector3(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, LIME) -- Draw a green wall
DrawCube(Vector3(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, GOLD) -- Draw a yellow wall
-- Draw some cubes around
for i = 1, MAX_COLUMNS do
DrawCube(positions[i], 2.0, heights[i], 2.0, colors[i])
DrawCubeWires(positions[i], 2.0, heights[i], 2.0, MAROON)
end
End3dMode()
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 220, 70, BLUE)
DrawText("First person camera default controls:", 20, 20, 10, BLACK)
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY)
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

View file

@ -22,17 +22,14 @@ int main()
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera; Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -43,6 +40,8 @@ int main()
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera UpdateCamera(&camera); // Update internal camera and our camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

View file

@ -0,0 +1,75 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Initialize 3d camera free
--
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
--
--------------------------------------------------------------------------------------------
-- Initialization
----------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 45.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 0.0, 0.0)
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5))
DrawRectangleLines( 10, 10, 320, 133, BLUE)
DrawText("Free camera default controls:", 20, 20, 10, BLACK)
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY)
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY)
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY)
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY)
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

64
examples/core_3d_mode.lua Normal file
View file

@ -0,0 +1,64 @@
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Initialize 3d mode
--
-- 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) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode")
-- Define the camera to look into our 3d world
local camera = {}
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
camera.fovy = 45.0 -- Camera field-of-view Y
local cubePosition = Vector3(0.0, 0.0, 0.0)
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
DrawGrid(10, 1.0)
End3dMode()
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY)
DrawFPS(10, 10)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------

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