examples review
Redesigns, deletes and renames Also noted authors propertly on contributed examples
This commit is contained in:
parent
2edec8ae28
commit
424d3ca8d9
13 changed files with 292 additions and 434 deletions
73
examples/core/core_3d_camera_mode.c
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73
examples/core/core_3d_camera_mode.c
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/*******************************************************************************************
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*
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* raylib [core] example - Initialize 3d camera mode
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
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// Define the camera to look into our 3d world
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/core/core_3d_camera_mode.png
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BIN
examples/core/core_3d_camera_mode.png
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After Width: | Height: | Size: 8.3 KiB |
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@ -1,94 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Color selection by mouse (collision detection)
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
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Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
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GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
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GREEN, SKYBLUE, PURPLE, BEIGE };
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Rectangle colorsRecs[21]; // Rectangles array
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// Fills colorsRecs data (for every rectangle)
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for (int i = 0; i < 21; i++)
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{
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colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
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colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
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colorsRecs[i].width = 100;
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colorsRecs[i].height = 100;
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}
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bool selected[21] = { false }; // Selected rectangles indicator
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Vector2 mousePoint;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePoint = GetMousePosition();
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for (int i = 0; i < 21; i++) // Iterate along all the rectangles
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{
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if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
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{
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colors[i].a = 120;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
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}
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else colors[i].a = 255;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < 21; i++) // Draw all rectangles
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{
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DrawRectangleRec(colorsRecs[i], colors[i]);
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// Draw four rectangles around selected rectangle
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if (selected[i])
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{
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DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
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DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
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DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
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DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
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}
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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Before Width: | Height: | Size: 14 KiB |
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@ -5,7 +5,9 @@
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* This example has been created using raylib 2.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2018 Ramon Santamaria (@raysan5) and Pablo Marcos Oltra (@pamarcos)
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* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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115
examples/core/core_input_gestures.c
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115
examples/core/core_input_gestures.c
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/*******************************************************************************************
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*
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* raylib [core] example - Input Gestures Detection
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*
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* This example has been created using raylib 1.4 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <string.h>
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#define MAX_GESTURE_STRINGS 20
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
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Vector2 touchPosition = { 0, 0 };
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Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
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int gesturesCount = 0;
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char gestureStrings[MAX_GESTURE_STRINGS][32];
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int currentGesture = GESTURE_NONE;
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int lastGesture = GESTURE_NONE;
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//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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lastGesture = currentGesture;
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currentGesture = GetGestureDetected();
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touchPosition = GetTouchPosition(0);
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if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
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{
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if (currentGesture != lastGesture)
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{
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// Store gesture string
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switch (currentGesture)
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{
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case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
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case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
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case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
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case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
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case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
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case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
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case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
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case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
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case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
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case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
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default: break;
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}
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gesturesCount++;
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// Reset gestures strings
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if (gesturesCount >= MAX_GESTURE_STRINGS)
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{
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for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
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gesturesCount = 0;
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangleRec(touchArea, GRAY);
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DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
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DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
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for (int i = 0; i < gesturesCount; i++)
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{
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if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
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else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
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if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
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else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
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}
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DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
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DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
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if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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BIN
examples/core/core_input_gestures.png
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BIN
examples/core/core_input_gestures.png
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58
examples/core/core_input_mouse_wheel.c
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58
examples/core/core_input_mouse_wheel.c
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/*******************************************************************************************
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*
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* raylib [core] examples - Mouse wheel input
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*
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* This test has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
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int boxPositionY = screenHeight/2 - 40;
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int scrollSpeed = 4; // Scrolling speed in pixels
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
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DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
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DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/core/core_input_mouse_wheel.png
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BIN
examples/core/core_input_mouse_wheel.png
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* This example has been created using raylib 2.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014-2019 Berni and Ramon Santamaria (@raysan5)
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* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "pthread.h" // POSIX style threads management
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#include <stdatomic.h>
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#include <time.h> // Required for clock() function
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#include <stdatomic.h> // C11 atomic data types
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#include <time.h> // Required for: clock()
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// Using C11 atomics for synchronization
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// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
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static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
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static void *LoadDataThread(void *arg); // Loading data thread function declaration
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//----------------------------------------------------------------------------------
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switch (state)
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{
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case STATE_WAITING:
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if (IsKeyPressed(KEY_ENTER))
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case STATE_WAITING:
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{
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int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
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if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
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else TraceLog(LOG_INFO, "Loading thread initialized successfully");
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if (IsKeyPressed(KEY_ENTER))
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{
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int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
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if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
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else TraceLog(LOG_INFO, "Loading thread initialized successfully");
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state = STATE_LOADING;
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}
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break;
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case STATE_LOADING:
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framesCounter++;
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if (atomic_load(&dataLoaded))
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state = STATE_LOADING;
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}
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} break;
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case STATE_LOADING:
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{
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framesCounter = 0;
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state = STATE_FINISHED;
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}
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break;
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case STATE_FINISHED:
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if (IsKeyPressed(KEY_ENTER))
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framesCounter++;
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if (atomic_load(&dataLoaded))
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{
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framesCounter = 0;
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state = STATE_FINISHED;
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}
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} break;
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case STATE_FINISHED:
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{
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// Reset everything to launch again
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atomic_store(&dataLoaded, false);
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dataProgress = 0;
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state = STATE_WAITING;
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}
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break;
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if (IsKeyPressed(KEY_ENTER))
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{
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// Reset everything to launch again
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atomic_store(&dataLoaded, false);
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dataProgress = 0;
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state = STATE_WAITING;
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}
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} break;
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default: break;
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}
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//----------------------------------------------------------------------------------
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ClearBackground(RAYWHITE);
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switch(state) {
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case STATE_WAITING:
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DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY);
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break;
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case STATE_LOADING:
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DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
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if ((framesCounter/15)%2)
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DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
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break;
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case STATE_FINISHED:
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DrawRectangle(150, 200, 500, 60, LIME);
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DrawText("DATA LOADED!", 250, 210, 40, GREEN);
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break;
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switch (state)
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{
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case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
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case STATE_LOADING:
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{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
|
||||
} break;
|
||||
case STATE_FINISHED:
|
||||
{
|
||||
DrawRectangle(150, 200, 500, 60, LIME);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
|
||||
|
|
|
|||
90
examples/core/core_window_letterbox.c
Normal file
90
examples/core/core_window_letterbox.c
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define max(a, b) ((a)>(b)? (a) : (b))
|
||||
#define min(a, b) ((a)<(b)? (a) : (b))
|
||||
|
||||
int main()
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
int gameScreenWidth = 640;
|
||||
int gameScreenHeight = 480;
|
||||
|
||||
// Render texture initialization
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
|
||||
|
||||
Color colors[10] = { 0 };
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while( !WindowShouldClose() ) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw everything in the render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
ClearBackground(RAYWHITE); // Clear render texture background color
|
||||
|
||||
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
|
||||
|
||||
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
|
||||
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/core/core_window_letterbox.png
Normal file
BIN
examples/core/core_window_letterbox.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
Loading…
Reference in a new issue