commit
4b6e6d4dd4
263 changed files with 51974 additions and 4537 deletions
2
.gitignore
vendored
2
.gitignore
vendored
|
|
@ -60,3 +60,5 @@ xcschememanagement.plist
|
||||||
._.*
|
._.*
|
||||||
xcuserdata/
|
xcuserdata/
|
||||||
DerivedData/
|
DerivedData/
|
||||||
|
*.dll
|
||||||
|
src/libraylib.a
|
||||||
|
|
@ -41,7 +41,7 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
|
||||||
3d models
|
3d models
|
||||||
---------
|
---------
|
||||||
|
|
||||||
dwarf 3d model used in examples is created by Daniel Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
||||||
|
|
||||||
Full license provided below:
|
Full license provided below:
|
||||||
|
|
||||||
|
|
|
||||||
152
README.md
152
README.md
|
|
@ -34,7 +34,7 @@ I've coded quite a lot in C# and XNA and I really love it (in fact, my students
|
||||||
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
||||||
raylib to XNA, MonoGame or similar libs extremely easily.
|
raylib to XNA, MonoGame or similar libs extremely easily.
|
||||||
|
|
||||||
raylib started as a weekend project and after three months of hard work, first version was published.
|
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
|
||||||
|
|
||||||
Enjoy it.
|
Enjoy it.
|
||||||
|
|
||||||
|
|
@ -99,14 +99,37 @@ Most of the examples have been completely rewritten and +10 new examples have be
|
||||||
|
|
||||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
|
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
|
||||||
|
|
||||||
|
notes on raylib 1.4
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4.
|
||||||
|
|
||||||
|
Lots of parts of the library have been reviewed to better accomodate to shaders systems and multiple new features have been added.
|
||||||
|
|
||||||
|
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TTF fonts (using stb_truetype).
|
||||||
|
|
||||||
|
Finally, raycast system for 3D picking is working, including some ray collision-detection functions.
|
||||||
|
|
||||||
|
A set of Image manipulation functions have been added to crop, resize, colorize, dither and even draw image-to-image or text-to-image.
|
||||||
|
|
||||||
|
Two new functions added for persistent data storage.
|
||||||
|
|
||||||
|
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module!
|
||||||
|
|
||||||
|
Complete LUA scripting support to allow raylib usage from LUA and LUA scripts support within raylib.
|
||||||
|
|
||||||
|
Up to 8 new examples have been added to show the new raylib features.
|
||||||
|
|
||||||
|
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.4.
|
||||||
|
|
||||||
features
|
features
|
||||||
--------
|
--------
|
||||||
|
|
||||||
* Written in plain C code (C99)
|
* Written in plain C code (C99)
|
||||||
* 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 (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||||
* Powerful fonts module with SpriteFonts support
|
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||||
* Outstanding texture formats support, including compressed formats
|
* Outstanding texture formats support, including compressed formats
|
||||||
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
|
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
|
||||||
|
|
@ -145,126 +168,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
|
||||||
building source (generate libraylib.a)
|
building source (generate libraylib.a)
|
||||||
--------------------------------------
|
--------------------------------------
|
||||||
|
|
||||||
**Building raylib sources on desktop platforms:**
|
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
|
||||||
|
|
||||||
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
|
|
||||||
|
|
||||||
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
|
||||||
|
|
||||||
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
|
|
||||||
|
|
||||||
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
|
|
||||||
|
|
||||||
**Building raylib sources on Raspberry Pi:**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
|
||||||
|
|
||||||
sudo apt-get install openal1
|
|
||||||
|
|
||||||
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
|
|
||||||
|
|
||||||
make
|
|
||||||
|
|
||||||
**Building raylib sources for Android:**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
|
||||||
|
|
||||||
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
|
||||||
|
|
||||||
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
|
||||||
|
|
||||||
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
|
||||||
|
|
||||||
_Step 2._ Create the following environment variables with the correct paths:
|
|
||||||
|
|
||||||
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
|
||||||
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
|
||||||
ANT_HOME = C:\apache-ant-1.9.4
|
|
||||||
|
|
||||||
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
|
|
||||||
|
|
||||||
%ANDROID_NDK_ROOT%\ndk-build
|
|
||||||
|
|
||||||
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
|
|
||||||
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
|
|
||||||
|
|
||||||
**Building raylib sources for Web (HTML5)**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed emscripten SDK:
|
|
||||||
|
|
||||||
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
|
||||||
|
|
||||||
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
|
||||||
|
|
||||||
building examples
|
building examples
|
||||||
-----------------
|
-----------------
|
||||||
|
|
||||||
**Building raylib examples on desktop platforms:**
|
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
|
||||||
|
|
||||||
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
|
|
||||||
|
|
||||||
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
|
||||||
|
|
||||||
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
|
|
||||||
|
|
||||||
libglfw3.a - GLFW3 (static version)
|
|
||||||
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
|
|
||||||
libopenal32.a - OpenAL Soft, audio device management
|
|
||||||
|
|
||||||
**Building raylib examples on Raspberry Pi:**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
|
||||||
|
|
||||||
sudo apt-get install openal1
|
|
||||||
|
|
||||||
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
|
|
||||||
|
|
||||||
make
|
|
||||||
|
|
||||||
**Building raylib examples for HTML5 (emscripten):**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed emscripten SDK:
|
|
||||||
|
|
||||||
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
|
||||||
|
|
||||||
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
|
||||||
|
|
||||||
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
|
|
||||||
|
|
||||||
**Building raylib project for Android (using template):**
|
|
||||||
|
|
||||||
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
|
||||||
|
|
||||||
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
|
||||||
|
|
||||||
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
|
||||||
|
|
||||||
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
|
||||||
|
|
||||||
_Step 2._ Create the following environment variables with the correct paths:
|
|
||||||
|
|
||||||
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
|
||||||
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
|
||||||
ANT_HOME = C:\apache-ant-1.9.4
|
|
||||||
|
|
||||||
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
|
|
||||||
|
|
||||||
%ANDROID_NDK_ROOT%\ndk-build
|
|
||||||
|
|
||||||
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
|
|
||||||
|
|
||||||
%ANT_HOME%\bin\ant debug
|
|
||||||
|
|
||||||
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
|
|
||||||
|
|
||||||
%ANT_HOME%\bin\ant installd
|
|
||||||
|
|
||||||
_Step 6:_ To view log output from device:
|
|
||||||
|
|
||||||
%ANDROID_SDK_TOOLS%\adb logcat -c
|
|
||||||
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
|
|
||||||
|
|
||||||
**If you have any doubt, [just let me know][raysan5].**
|
|
||||||
|
|
||||||
contact
|
contact
|
||||||
-------
|
-------
|
||||||
|
|
@ -292,6 +201,9 @@ The following people have contributed in some way to make raylib project a reali
|
||||||
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||||
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||||
- Sergio Martinez for helping on raygui development and tools development.
|
- Sergio Martinez for helping on raygui development and tools development.
|
||||||
|
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
|
||||||
|
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||||
|
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||||
|
|
||||||
|
|
||||||
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||||
|
|
|
||||||
13
ROADMAP.md
13
ROADMAP.md
|
|
@ -8,14 +8,17 @@ Around the source code there are multiple TODO points with pending revisions/bug
|
||||||
|
|
||||||
raylib v1.4
|
raylib v1.4
|
||||||
|
|
||||||
- TTF fonts support (using stb_truetype)
|
[DONE] TTF fonts support (using stb_truetype)
|
||||||
- Raycast system for 3D picking (including collisions detection)
|
[DONE] Raycast system for 3D picking (including collisions detection)
|
||||||
|
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
|
||||||
|
[DONE] Basic image manipulation functions (crop, resize, draw...)
|
||||||
|
[DONE] Storage load/save data functionality
|
||||||
|
[DONE] Physics module
|
||||||
|
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
|
||||||
- Remove GLEW dependency (use another solution... glad?)
|
- Remove GLEW dependency (use another solution... glad?)
|
||||||
- Floyd-Steinberg dithering on 16bit image format conversion
|
|
||||||
- Basic image manipulation functions (crop, resize, draw...)
|
|
||||||
- Basic image procedural generation (spot, gradient, noise...)
|
- Basic image procedural generation (spot, gradient, noise...)
|
||||||
- Basic GPU stats sytem (memory, draws, time...)
|
- Basic GPU stats sytem (memory, draws, time...)
|
||||||
- LUA scripting support (wrapper to lua lib)
|
|
||||||
|
|
||||||
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
|
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -27,7 +27,7 @@ int main()
|
||||||
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||||
|
|
||||||
int framesCounter = 0;
|
int framesCounter = 0;
|
||||||
float timePlayed = 0;
|
float timePlayed = 0.0f;
|
||||||
//float volume = 1.0;
|
//float volume = 1.0;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
|
||||||
|
|
@ -26,6 +26,8 @@ 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
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
|
||||||
|
|
@ -22,8 +22,8 @@ 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
|
// Define the camera to look into our 3d world (position, target, up vector)
|
||||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||||
|
|
||||||
// Generates some random columns
|
// Generates some random columns
|
||||||
float heights[MAX_COLUMNS];
|
float heights[MAX_COLUMNS];
|
||||||
|
|
@ -37,7 +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, 2, 4 }; // Define player position
|
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||||
|
|
||||||
|
|
@ -60,16 +60,16 @@ int main()
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
|
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
|
||||||
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
|
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
|
||||||
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
|
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
|
||||||
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
|
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
|
||||||
|
|
||||||
// Draw some cubes around
|
// Draw some cubes around
|
||||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
{
|
{
|
||||||
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
|
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||||
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
|
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
|
||||||
}
|
}
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
|
||||||
|
|
@ -21,9 +21,12 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera;
|
||||||
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
|
@ -44,14 +47,14 @@ int main()
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(WHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawCube(cubePosition, 2, 2, 2, RED);
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
|
|
@ -21,11 +21,14 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera;
|
||||||
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
@ -40,14 +43,14 @@ int main()
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(WHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawCube(cubePosition, 2, 2, 2, RED);
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -21,12 +21,18 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera;
|
||||||
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
||||||
Ray ray; // Picking line ray
|
Ray ray; // Picking line ray
|
||||||
|
|
||||||
|
bool collision = false;
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
|
||||||
|
|
@ -45,7 +51,10 @@ int main()
|
||||||
// NOTE: This function is NOT WORKING properly!
|
// NOTE: This function is NOT WORKING properly!
|
||||||
ray = GetMouseRay(GetMousePosition(), camera);
|
ray = GetMouseRay(GetMousePosition(), camera);
|
||||||
|
|
||||||
// TODO: Check collision between ray and box
|
// Check collision between ray and box
|
||||||
|
collision = CheckCollisionRayBox(ray,
|
||||||
|
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||||
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -57,17 +66,19 @@ int main()
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawCube(cubePosition, 2, 2, 2, GRAY);
|
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||||
DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
|
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0);
|
|
||||||
|
|
||||||
DrawRay(ray, MAROON);
|
DrawRay(ray, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
||||||
|
|
||||||
|
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -29,6 +29,8 @@ int main()
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
|
||||||
115
examples/core_gestures_detection.c
Normal file
115
examples/core_gestures_detection.c
Normal file
|
|
@ -0,0 +1,115 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Gestures Detection
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <string.h>
|
||||||
|
|
||||||
|
#define MAX_GESTURE_STRINGS 20
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
|
||||||
|
|
||||||
|
Vector2 touchPosition = { 0, 0 };
|
||||||
|
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
|
||||||
|
|
||||||
|
int gesturesCount = 0;
|
||||||
|
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||||
|
|
||||||
|
int currentGesture = GESTURE_NONE;
|
||||||
|
int lastGesture = GESTURE_NONE;
|
||||||
|
|
||||||
|
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||||
|
|
||||||
|
SetTargetFPS(30);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
lastGesture = currentGesture;
|
||||||
|
touchPosition = GetTouchPosition(0);
|
||||||
|
|
||||||
|
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
|
||||||
|
{
|
||||||
|
currentGesture = GetGestureType();
|
||||||
|
|
||||||
|
if (currentGesture != lastGesture)
|
||||||
|
{
|
||||||
|
// Store gesture string
|
||||||
|
switch (currentGesture)
|
||||||
|
{
|
||||||
|
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
|
||||||
|
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
|
||||||
|
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
|
||||||
|
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
|
||||||
|
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
|
||||||
|
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||||
|
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||||
|
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
gesturesCount++;
|
||||||
|
|
||||||
|
// Reset gestures strings
|
||||||
|
if (gesturesCount >= MAX_GESTURE_STRINGS)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
|
||||||
|
|
||||||
|
gesturesCount = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else currentGesture = GESTURE_NONE;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawRectangleRec(touchArea, GRAY);
|
||||||
|
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
|
||||||
|
|
||||||
|
for (int i = 0; i < gesturesCount; i++)
|
||||||
|
{
|
||||||
|
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
|
||||||
|
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
|
||||||
|
|
||||||
|
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
|
||||||
|
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
|
||||||
|
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
|
||||||
|
|
||||||
|
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
BIN
examples/core_gestures_detection.png
Normal file
BIN
examples/core_gestures_detection.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 19 KiB |
|
|
@ -23,8 +23,8 @@ int main()
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||||
|
|
||||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||||
Vector2 gamepadMovement = { 0, 0 };
|
Vector2 gamepadMovement = { 0.0f, 0.0f };
|
||||||
|
|
||||||
SetTargetFPS(60); // Set target frames-per-second
|
SetTargetFPS(60); // Set target frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -43,8 +43,8 @@ int main()
|
||||||
|
|
||||||
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
||||||
{
|
{
|
||||||
ballPosition.x = screenWidth/2;
|
ballPosition.x = (float)screenWidth/2;
|
||||||
ballPosition.y = screenHeight/2;
|
ballPosition.y = (float)screenHeight/2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -20,7 +20,7 @@ int main()
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||||
|
|
||||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||||
|
|
||||||
SetTargetFPS(60); // Set target frames-per-second
|
SetTargetFPS(60); // Set target frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -30,10 +30,10 @@ int main()
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
|
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
|
||||||
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
|
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
|
||||||
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
|
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
|
||||||
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
|
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -20,8 +20,10 @@ int main()
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||||
|
|
||||||
int mouseX, mouseY;
|
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||||
Vector2 ballPosition = { -100.0, -100.0 };
|
Color ballColor = DARKBLUE;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
//---------------------------------------------------------------------------------------
|
//---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
@ -29,14 +31,11 @@ int main()
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
ballPosition = GetMousePosition();
|
||||||
{
|
|
||||||
mouseX = GetMouseX();
|
|
||||||
mouseY = GetMouseY();
|
|
||||||
|
|
||||||
ballPosition.x = (float)mouseX;
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||||
ballPosition.y = (float)mouseY;
|
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||||
}
|
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
@ -45,9 +44,9 @@ int main()
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawCircleV(ballPosition, 40, GOLD);
|
DrawCircleV(ballPosition, 40, ballColor);
|
||||||
|
|
||||||
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
|
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -22,7 +22,7 @@ int main()
|
||||||
|
|
||||||
int framesCounter = 0; // Variable used to count frames
|
int framesCounter = 0; // Variable used to count frames
|
||||||
|
|
||||||
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
|
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -37,7 +37,7 @@ int main()
|
||||||
// Every two seconds (120 frames) a new random value is generated
|
// Every two seconds (120 frames) a new random value is generated
|
||||||
if (((framesCounter/120)%2) == 1)
|
if (((framesCounter/120)%2) == 1)
|
||||||
{
|
{
|
||||||
randValue = GetRandomValue(-8,5);
|
randValue = GetRandomValue(-8, 5);
|
||||||
framesCounter = 0;
|
framesCounter = 0;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
85
examples/core_storage_values.c
Normal file
85
examples/core_storage_values.c
Normal file
|
|
@ -0,0 +1,85 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Storage save/load values
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||||
|
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||||
|
|
||||||
|
int score = 0;
|
||||||
|
int hiscore = 0;
|
||||||
|
|
||||||
|
int framesCounter = 0;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
score = GetRandomValue(1000, 2000);
|
||||||
|
hiscore = GetRandomValue(2000, 4000);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_ENTER))
|
||||||
|
{
|
||||||
|
StorageSaveValue(STORAGE_SCORE, score);
|
||||||
|
StorageSaveValue(STORAGE_HISCORE, hiscore);
|
||||||
|
}
|
||||||
|
else if (IsKeyPressed(KEY_SPACE))
|
||||||
|
{
|
||||||
|
// NOTE: If requested position could not be found, value 0 is returned
|
||||||
|
score = StorageLoadValue(STORAGE_SCORE);
|
||||||
|
hiscore = StorageLoadValue(STORAGE_HISCORE);
|
||||||
|
}
|
||||||
|
|
||||||
|
framesCounter++;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||||
|
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||||
|
|
||||||
|
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||||
|
|
||||||
|
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
|
||||||
|
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
|
||||||
|
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/core_storage_values.png
Normal file
BIN
examples/core_storage_values.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue