Merged master fixed conflict.

This commit is contained in:
raysan5 2015-08-27 16:32:06 +02:00
commit 3a9ed0e846
37 changed files with 56892 additions and 5730 deletions

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@ -1,11 +1,60 @@
changelog changelog
--------- ---------
Current Release: raylib 1.2.2 (31 December 2014) Current Release: raylib 1.3.0 (01 September 2015)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source. NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates. NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.3.0 (01 September 2015)
-----------------------------------------------
NOTE:
This version supposed a big boost for raylib, new modules have been added with lots of features.
Most of the modules have been completely reviewed to accomodate to the new features.
BIG changes:
[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
[raygui] NEW MODULE: Set of IMGUI elements for tools development
[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions)
[textures] FORMATS: Added support for multiple internal formats, including compressed formats
smaller changes:
[rlgl] Added check for OpenGL supported extensions
[rlgl] Added function SetBlenMode() to select some predefined blending modes
[core] Added support for drop&drag of external files into running program
[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
[core] Renamed function SetFlags() to SetConfigFlags()
[shapes] Simplified some functions to improve performance
[textures] Added function LoadImageEx()
[textures] Added function LoadImageRaw()
[textures] Added function LoadTextureEx()
[textures] Simplified function parameters LoadTextureFromImage()
[textures] Added function GetImageData()
[textures] Added function GetTextureData()
[textures] Renamed function ConvertToPOT() to ImageConvertToPOT()
[textures] Added function ImageConvertFormat()
[textures] Added function GenTextureMipmaps()
[text] Added support for Latin-1 Extended characters for default font
[models] Review of struct: Model (added shaders support)
[models] Added 3d collision functions (sphere vs sphere vs box vs box)
[models] Added function DrawCubeTexture()
[models] Added function DrawQuad()
[models] Added function DrawRay()
[models] Simplified funtion DrawPlane()
[models] Removed function DrawPlaneEx()
[models] Simplified funtion DrawGizmo()
[models] Removed function DrawGizmoEx()
[models] Added function LoadModelEx()
[models] Review of function LoadCubicMap()
[models] Added function ResolveCollisionCubicmap()
[audio] Decopupled from raylib, now this module can be used as standalone
[audio] Added function UpdateMusicStream()
[raymath] Complete review of the module
[stb] Updated to latest headers versions
[*] Lots of tweaks around
----------------------------------------------- -----------------------------------------------
Release: raylib 1.2.2 (31 December 2014) Release: raylib 1.2.2 (31 December 2014)
----------------------------------------------- -----------------------------------------------

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@ -19,7 +19,7 @@ with a small [donation](http://www.raylib.com/helpme.htm) (just some euros...).
raylib philosophy raylib philosophy
------------------ ------------------
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself. * raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself (clear code).
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or * raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or
has not a clear usefulness, better not to include it. has not a clear usefulness, better not to include it.
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free. * raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.

View file

@ -37,3 +37,345 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
* Mecha - Captain Falcon * Mecha - Captain Falcon
* PixelPlay - Aleksander Shevchuk * PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann * PixAntiqua - Gerhard Großmann
3d models
---------
dwarf 3d model used in examples is created by Daniel Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
Full license provided below:
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@ -75,6 +75,28 @@ Lots of code changes and lot of testing have concluded in this amazing new rayli
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/). In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
improves textures module and provides some new modules (camera system, gestures system, IMGUI).
Shaders, the biggest addition to raylib, with support for simple and easy shaders loading and use. Loaded shaders can be
assigned to models or used as fullscreen postrocessing shaders.
Textures module has been improved to support most of the internal texture formats available in OpenGL
(RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT).
New camera module offers the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, third person),
very easy to use, just calling functions: SetCameraMode() and UpdateCamera().
New gestures module simplifies getures detection on Android and HTML5 programs.
New IMGUI (Immediate Mode GUI) module: raygui, offers a set of functions to create simple user interfaces,
primary intended for tools development, still in experimental state but already fully functional.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
features features
-------- --------
@ -82,6 +104,8 @@ features
* Uses C# PascalCase/camelCase notation * Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) * Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) * Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support * Powerful fonts module with SpriteFonts support
* Multiple textures support, including DDS, PKM and mipmaps generation * Multiple textures support, including DDS, PKM and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards * Basic 3d support for Shapes, Models, Heightmaps and Billboards
@ -258,9 +282,16 @@ acknowledgments
The following people have contributed in some way to make raylib project a reality. Big thanks to them! The following people have contributed in some way to make raylib project a reality. Big thanks to them!
- [Zopokx](https://github.com/Zopokx) for testing and hosting the web. - [Zopokx](https://github.com/Zopokx) for testing the web.
- [Elendow](http://www.elendow.com) for testing and helping on web development. - [Elendow](http://www.elendow.com) for testing and helping on web development.
- Victor Dual for implementation and testing of 3D shapes functions. - Victor Dual for implementating and testing of 3D shapes functions.
- Marc Palau for implementation and testing of 3D shapes functions. - Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product (Koala Seasons)
- Daniel Moreno for testing and using raylib on a real product (Koala Seasons)
- Daniel Gomez for testing and using raylib on a real product (Koala Seasons)
- Sergio Martinez for helping on raygui development and tools development.
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" [raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"

View file

@ -4,21 +4,21 @@ roadmap
Current version of raylib is quite complete and functional but there is still a lot of things I would like to improve. Current version of raylib is quite complete and functional but there is still a lot of things I would like to improve.
Here it is a list of features I would like to add and functions to improve. Here it is a list of features I would like to add and functions to improve.
Around the source code there are some TODO points with pending revisions/bugs and here it is a list of features I would like to add. Around the source code there are multiple TODO points with pending revisions/bugs and here it is a list of desired features.
This roadmap is quite outdated... a full list of all the features we are working on should be listed here at some point... raylib v1.4
raylib v1.x - TTF fonts support (using stb_truetype)
- Raycast system for 3D picking (including collisions detection)
- [DONE] Review Billboard Drawing functions - Remove GLEW dependency (use another solution...)
- [DONE] Review Heightmap Loading and Drawing functions - Load Heightmap directly as a Model - Floyd-Steinberg dithering on 16bit image format conversion
- Lighting support (only 3d mode) - Basic image manipulation functions (crop, resize, draw...)
- [DONE] Simple Collision Detection functions - Basic image procedural generation (spot, gradient, noise...)
- [IN PROGRESS] Default scene Camera controls (zoom, pan, rotate) - Basic GPU stats sytem (memory, draws, time...)
- Basic Procedural Image Generation (Gradient, Checked, Spot, Noise, Cellular)
- [DONE] Software mipmapping generation and POT conversion (custom implementation)
- [IN PROGRESS] TTF fonts support
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
Any feature missing? Do you have a request? [Let me know!][raysan5] Any feature missing? Do you have a request? [Let me know!][raysan5]
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" [raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[isssues]: https://github.com/raysan5/raylib/issues

View file

@ -7,7 +7,7 @@
* This example has been created using raylib 1.1 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -58,7 +58,12 @@ int main()
SetMusicVolume(volume); SetMusicVolume(volume);
} }
*/ */
if (IsWindowMinimized()) PauseMusicStream();
else ResumeMusicStream();
timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4; // We scale by 4 to fit 400 pixels timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4; // We scale by 4 to fit 400 pixels
UpdateMusicStream();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

View file

@ -1,11 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [textures] example - Texture loading with mipmaps, mipmaps generation * raylib [core] example - Picking in 3d mode
* *
* NOTE: On OpenGL 1.1, mipmaps are calculated 'manually', original image must be power-of-two * This example has been created using raylib 1.0 (www.raylib.com)
* On OpenGL 3.3 and ES2, mipmaps are generated automatically
*
* 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -21,15 +18,18 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture // Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM) Vector3 cubePosition = { 0.0, 0.0, 0.0 };
Texture2D texture = LoadTextureFromImage(image); // Load texture into GPU memory (VRAM)
GenTextureMipmaps(texture); // Generate mipmaps for texture Ray pickingLine;
SetCameraMode(CAMERA_FREE);
UnloadImage(image); // Once texture has been created, we can unload image data from RAM SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -37,7 +37,9 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here camera = UpdateCamera(0);
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pickingLine = GetMouseRay(GetMousePosition(), camera);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -46,10 +48,18 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, Begin3dMode(camera);
screenHeight/2 - texture.height/2 - 30, WHITE);
DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY); DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawGrid(10.0, 1.0);
DrawRay(pickingLine, MAROON);
End3dMode();
DrawFPS(10, 10);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -57,9 +67,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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@ -15,7 +15,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -52,7 +52,7 @@ int main()
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -164,8 +164,6 @@ EXAMPLES = \
textures_logo_raylib \ textures_logo_raylib \
textures_image_loading \ textures_image_loading \
textures_rectangle \ textures_rectangle \
textures_compressed_dds \
textures_mipmaps \
textures_srcrec_dstrec \ textures_srcrec_dstrec \
text_sprite_fonts \ text_sprite_fonts \
text_rbmf_fonts \ text_rbmf_fonts \
@ -253,14 +251,6 @@ textures_image_loading: textures_image_loading.c
textures_rectangle: textures_rectangle.c textures_rectangle: textures_rectangle.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - compressed texture loading (DDS)
textures_compressed_dds: textures_compressed_dds.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture mipmaps generation
textures_mipmaps: textures_mipmaps.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture source and destination rectangles # compile [textures] example - texture source and destination rectangles
textures_srcrec_dstrec: textures_srcrec_dstrec.c textures_srcrec_dstrec: textures_srcrec_dstrec.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -21,12 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Texture2D texture = LoadTexture("resources/catsham.png"); // Load model texture Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Model cat = LoadModel("resources/cat.obj"); // Load OBJ model Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
SetModelTexture(&cat, texture); // Bind texture to model SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 catPosition = { 0.0, 0.0, 0.0 }; // Set model position Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -36,10 +36,10 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) catPosition.x -= 0.2; if (IsKeyDown(KEY_LEFT)) position.x -= 0.2;
if (IsKeyDown(KEY_RIGHT)) catPosition.x += 0.2; if (IsKeyDown(KEY_RIGHT)) position.x += 0.2;
if (IsKeyDown(KEY_UP)) catPosition.z -= 0.2; if (IsKeyDown(KEY_UP)) position.z -= 0.2;
if (IsKeyDown(KEY_DOWN)) catPosition.z += 0.2; if (IsKeyDown(KEY_DOWN)) position.z += 0.2;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -50,13 +50,15 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(cat, catPosition, 0.1f, WHITE); // Draw 3d model with texture DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0); // Draw a grid
DrawGizmo(catPosition); // Draw gizmo DrawGizmo(position); // Draw gizmo
End3dMode(); End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10); DrawFPS(10, 10);
@ -67,7 +69,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture UnloadTexture(texture); // Unload texture
UnloadModel(cat); // Unload model UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -16,7 +16,7 @@ int main()
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 150; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector"); InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
@ -45,12 +45,14 @@ int main()
Vector2 mousePoint; Vector2 mousePoint;
Rectangle btnNextRec = { 673, 18, 109, 44 }; // Button rectangle (useful for collision)
Color btnNextOutColor = DARKBLUE; // Button color (outside line) Color btnNextOutColor = DARKBLUE; // Button color (outside line)
Color btnNextInColor = SKYBLUE; // Button color (inside) Color btnNextInColor = SKYBLUE; // Button color (inside)
int framesCounter = 0; // Useful to count frames button is 'active' = clicked int framesCounter = 0; // Useful to count frames button is 'active' = clicked
int positionY = 180; // Text selector and button Y position
Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -71,6 +73,15 @@ int main()
{ {
if (currentFont > 0) currentFont--; if (currentFont > 0) currentFont--;
} }
if (IsKeyPressed('0')) currentFont = 0;
else if (IsKeyPressed('1')) currentFont = 1;
else if (IsKeyPressed('2')) currentFont = 2;
else if (IsKeyPressed('3')) currentFont = 3;
else if (IsKeyPressed('4')) currentFont = 4;
else if (IsKeyPressed('5')) currentFont = 5;
else if (IsKeyPressed('6')) currentFont = 6;
else if (IsKeyPressed('7')) currentFont = 7;
// Mouse-based font selection (NEXT button logic) // Mouse-based font selection (NEXT button logic)
mousePoint = GetMousePosition(); mousePoint = GetMousePosition();
@ -115,18 +126,21 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
DrawLine(120, 120, 680, 120, DARKGRAY);
DrawRectangle(18, 18, 644, 44, DARKGRAY); DrawRectangle(18, positionY, 644, 44, DARKGRAY);
DrawRectangle(20, 20, 640, 40, LIGHTGRAY); DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
DrawText(fontNames[currentFont], 30, 31, 20, BLACK); DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
DrawText("< >", 610, 26, 30, BLACK); DrawText("< >", 610, positionY + 8, 30, BLACK);
DrawRectangleRec(btnNextRec, btnNextOutColor); DrawRectangleRec(btnNextRec, btnNextOutColor);
DrawRectangle(675, 20, 105, 40, btnNextInColor); DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
DrawText("NEXT", 700, 31, 20, btnNextOutColor); DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2, DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
75 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3, 260 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3,
1, colors[currentFont]); 1, colors[currentFont]);
EndDrawing(); EndDrawing();

View file

@ -18,20 +18,43 @@ int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 560; int screenWidth = 800;
int screenHeight = 800; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts"); InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading SpriteFont fonts[8];
SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
SpriteFont font3 = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
SpriteFont font4 = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
SpriteFont font5 = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
SpriteFont font6 = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
const char *messages[8] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
"ROMULUS FONT designed by Hewett Tsoi",
"PIXANTIQUA FONT designed by Gerhard Grossmann",
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[8];
for (int i = 0; i < 8; i++)
{
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], GetFontBaseSize(fonts[i])*2, spacings[i]).x/2;
positions[i].y = 60 + GetFontBaseSize(fonts[i]) + 50*i;
}
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD };
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -47,15 +70,14 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTextEx(font1, "TESTING ALAGARD FONT", (Vector2){ 100, 100 }, GetFontBaseSize(font1)*2, 2, MAROON); DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
DrawTextEx(font2, "TESTING PIXELPLAY FONT", (Vector2){ 100, 180 }, GetFontBaseSize(font2)*2, 4, ORANGE); DrawLine(220, 50, 590, 50, DARKGRAY);
DrawTextEx(font3, "TESTING MECHA FONT", (Vector2){ 100, 260 }, GetFontBaseSize(font3)*2, 8, DARKGREEN);
DrawTextEx(font4, "TESTING SETBACK FONT", (Vector2){ 100, 350 }, GetFontBaseSize(font4)*2, 4, DARKBLUE); for (int i = 0; i < 8; i++)
DrawTextEx(font5, "TESTING ROMULUS FONT", (Vector2){ 100, 430 }, GetFontBaseSize(font5)*2, 3, DARKPURPLE); {
DrawTextEx(font6, "TESTING PIXANTIQUA FONT", (Vector2){ 100, 510 }, GetFontBaseSize(font6)*2, 4, LIME); DrawTextEx(fonts[i], messages[i], positions[i], GetFontBaseSize(fonts[i])*2, spacings[i], colors[i]);
DrawTextEx(font7, "TESTING ALPHA_BETA FONT", (Vector2){ 100, 590 }, GetFontBaseSize(font7)*2, 4, GOLD); }
DrawTextEx(font8, "TESTING JUPITER_CRASH FONT", (Vector2){ 100, 660 }, GetFontBaseSize(font8)*2, 1, RED);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -63,14 +85,10 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadSpriteFont(font1); // SpriteFont unloading for (int i = 0; i < 8; i++)
UnloadSpriteFont(font2); // SpriteFont unloading {
UnloadSpriteFont(font3); // SpriteFont unloading UnloadSpriteFont(fonts[i]); // SpriteFont unloading
UnloadSpriteFont(font4); // SpriteFont unloading }
UnloadSpriteFont(font5); // SpriteFont unloading
UnloadSpriteFont(font6); // SpriteFont unloading
UnloadSpriteFont(font7); // SpriteFont unloading
UnloadSpriteFont(font8); // SpriteFont unloading
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -7,7 +7,7 @@
* This example has been created using raylib 1.1 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -25,7 +25,7 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM) Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------

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