Review ALL examples

This commit is contained in:
Ray 2019-05-20 16:36:42 +02:00
commit b525039e0a
96 changed files with 1302 additions and 1318 deletions

View file

@ -23,25 +23,25 @@ typedef struct {
Color color; Color color;
} CircleWave; } CircleWave;
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect // Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES]; CircleWave circles[MAX_CIRCLES];
for (int i = MAX_CIRCLES - 1; i >= 0; i--) for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{ {
circles[i].alpha = 0.0f; circles[i].alpha = 0.0f;
@ -53,7 +53,7 @@ int main()
} }
Music xm = LoadMusicStream("resources/chiptun1.mod"); Music xm = LoadMusicStream("resources/chiptun1.mod");
PlayMusicStream(xm); PlayMusicStream(xm);
float timePlayed = 0.0f; float timePlayed = 0.0f;
@ -68,34 +68,34 @@ int main()
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play) // Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE)) if (IsKeyPressed(KEY_SPACE))
{ {
StopMusicStream(xm); StopMusicStream(xm);
PlayMusicStream(xm); PlayMusicStream(xm);
} }
// Pause/Resume music playing // Pause/Resume music playing
if (IsKeyPressed(KEY_P)) if (IsKeyPressed(KEY_P))
{ {
pause = !pause; pause = !pause;
if (pause) PauseMusicStream(xm); if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm); else ResumeMusicStream(xm);
} }
// Get timePlayed scaled to bar dimensions // Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40); timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
// Color circles animation // Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--) for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{ {
circles[i].alpha += circles[i].speed; circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f; circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1; if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f) if (circles[i].alpha <= 0.0f)
{ {
circles[i].alpha = 0.0f; circles[i].alpha = 0.0f;
@ -113,12 +113,12 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--) for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{ {
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)); DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
} }
// Draw time bar // Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY); DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON); DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
@ -131,7 +131,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context

View file

@ -4,7 +4,7 @@
* *
* NOTE: This example requires OpenAL Soft library installed * NOTE: This example requires OpenAL Soft library installed
* *
* This example has been created using raylib 1.7 (www.raylib.com) * This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2015 Ramon Santamaria (@raysan5) * Copyright (c) 2015 Ramon Santamaria (@raysan5)
@ -13,19 +13,19 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/guitar_noodling.ogg"); Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music); PlayMusicStream(music);
float timePlayed = 0.0f; float timePlayed = 0.0f;
@ -39,27 +39,27 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play) // Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE)) if (IsKeyPressed(KEY_SPACE))
{ {
StopMusicStream(music); StopMusicStream(music);
PlayMusicStream(music); PlayMusicStream(music);
} }
// Pause/Resume music playing // Pause/Resume music playing
if (IsKeyPressed(KEY_P)) if (IsKeyPressed(KEY_P))
{ {
pause = !pause; pause = !pause;
if (pause) PauseMusicStream(music); if (pause) PauseMusicStream(music);
else ResumeMusicStream(music); else ResumeMusicStream(music);
} }
// Get timePlayed scaled to bar dimensions (400 pixels) // Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400; timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
if (timePlayed > 400) StopMusicStream(music); if (timePlayed > 400) StopMusicStream(music);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -74,7 +74,7 @@ int main()
DrawRectangle(200, 200, 400, 12, LIGHTGRAY); DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON); DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY); DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY); DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY); DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);

View file

@ -20,12 +20,12 @@
#define MAX_SAMPLES 512 #define MAX_SAMPLES 512
#define MAX_SAMPLES_PER_UPDATE 4096 #define MAX_SAMPLES_PER_UPDATE 4096
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
@ -33,30 +33,30 @@ int main()
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono) // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1); AudioStream stream = InitAudioStream(22050, 16, 1);
// Buffer for the single cycle waveform we are synthesizing // Buffer for the single cycle waveform we are synthesizing
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES); short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// Frame buffer, describing the waveform when repeated over the course of a frame // Frame buffer, describing the waveform when repeated over the course of a frame
short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE); short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
// Position read in to determine next frequency // Position read in to determine next frequency
Vector2 mousePosition = { -100.0f, -100.0f }; Vector2 mousePosition = { -100.0f, -100.0f };
// Cycles per second (hz) // Cycles per second (hz)
float frequency = 440.0f; float frequency = 440.0f;
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency // Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
float oldFrequency = 1.0f; float oldFrequency = 1.0f;
// Cursor to read and copy the samples of the sine wave buffer // Cursor to read and copy the samples of the sine wave buffer
int readCursor = 0; int readCursor = 0;
// Computed size in samples of the sine wave // Computed size in samples of the sine wave
int waveLength = 1; int waveLength = 1;
Vector2 position = { 0, 0 }; Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second SetTargetFPS(30); // Set our game to run at 30 frames-per-second
@ -67,62 +67,62 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Sample mouse input. // Sample mouse input.
mousePosition = GetMousePosition(); mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{ {
float fp = (float)(mousePosition.y); float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp); frequency = 40.0f + (float)(fp);
} }
// Rewrite the sine wave. // Rewrite the sine wave.
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc. // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency) if (frequency != oldFrequency)
{ {
// Compute wavelength. Limit size in both directions. // Compute wavelength. Limit size in both directions.
int oldWavelength = waveLength; int oldWavelength = waveLength;
waveLength = (int)(22050/frequency); waveLength = (int)(22050/frequency);
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2; if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
if (waveLength < 1) waveLength = 1; if (waveLength < 1) waveLength = 1;
// Write sine wave. // Write sine wave.
for (int i = 0; i < waveLength*2; i++) for (int i = 0; i < waveLength*2; i++)
{ {
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000); data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
} }
// Scale read cursor's position to minimize transition artifacts // Scale read cursor's position to minimize transition artifacts
readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength)); readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
oldFrequency = frequency; oldFrequency = frequency;
} }
// Refill audio stream if required // Refill audio stream if required
if (IsAudioBufferProcessed(stream)) if (IsAudioBufferProcessed(stream))
{ {
// Synthesize a buffer that is exactly the requested size // Synthesize a buffer that is exactly the requested size
int writeCursor = 0; int writeCursor = 0;
while (writeCursor < MAX_SAMPLES_PER_UPDATE) while (writeCursor < MAX_SAMPLES_PER_UPDATE)
{ {
// Start by trying to write the whole chunk at once // Start by trying to write the whole chunk at once
int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor; int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
// Limit to the maximum readable size // Limit to the maximum readable size
int readLength = waveLength-readCursor; int readLength = waveLength-readCursor;
if (writeLength > readLength) writeLength = readLength; if (writeLength > readLength) writeLength = readLength;
// Write the slice // Write the slice
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short)); memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
// Update cursors and loop audio // Update cursors and loop audio
readCursor = (readCursor + writeLength) % waveLength; readCursor = (readCursor + writeLength) % waveLength;
writeCursor += writeLength; writeCursor += writeLength;
} }
// Copy finished frame to audio stream // Copy finished frame to audio stream
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE); UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
} }
@ -136,13 +136,13 @@ int main()
DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED); DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY); DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
// Draw the current buffer state proportionate to the screen // Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++) for (int i = 0; i < screenWidth; i++)
{ {
position.x = i; position.x = i;
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000; position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
DrawPixelV(position, RED); DrawPixelV(position, RED);
} }
@ -154,7 +154,7 @@ int main()
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
free(data); // Unload sine wave data free(data); // Unload sine wave data
free(writeBuf); // Unload write buffer free(writeBuf); // Unload write buffer
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)

View file

@ -4,21 +4,21 @@
* *
* NOTE: This example requires OpenAL Soft library installed * NOTE: This example requires OpenAL Soft library installed
* *
* This example has been created using raylib 1.3 (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) 2015 Ramon Santamaria (@raysan5) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
@ -26,8 +26,8 @@ int main()
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

View file

@ -13,21 +13,21 @@
#define MAX_BUILDINGS 100 #define MAX_BUILDINGS 100
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 }; Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS]; Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS]; Color buildColors[MAX_BUILDINGS];
int spacing = 0; int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++) for (int i = 0; i < MAX_BUILDINGS; i++)
{ {
buildings[i].width = GetRandomValue(50, 200); buildings[i].width = GetRandomValue(50, 200);
@ -36,22 +36,22 @@ int main()
buildings[i].x = -6000 + spacing; buildings[i].x = -6000 + spacing;
spacing += buildings[i].width; spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 }; buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
} }
Camera2D camera; Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 }; camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f; camera.rotation = 0.0f;
camera.zoom = 1.0f; camera.zoom = 1.0f;
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -65,26 +65,26 @@ int main()
player.x -= 2; // Player movement player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement camera.offset.x += 2; // Camera displacement with player movement
} }
// Camera target follows player // Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls // Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--; if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++; else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40) // Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40; if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40; else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls // Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f); camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f; if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f; else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation) // Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R)) if (IsKeyPressed(KEY_R))
{ {
camera.zoom = 1.0f; camera.zoom = 1.0f;
camera.rotation = 0.0f; camera.rotation = 0.0f;
@ -94,32 +94,32 @@ int main()
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode2D(camera); BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY); DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]); for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED); DrawRectangleRec(player, RED);
DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN); DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN); DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
EndMode2D(); EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, RED); DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED); DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED); DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED); DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED); DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f)); DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE); DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK); DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY); DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
@ -131,7 +131,7 @@ int main()
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -13,15 +13,15 @@
#define MAX_COLUMNS 20 #define MAX_COLUMNS 20
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector) // Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f }; camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
@ -34,14 +34,14 @@ int main()
float heights[MAX_COLUMNS]; float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS]; Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS]; Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++) for (int i = 0; i < MAX_COLUMNS; i++)
{ {
heights[i] = (float)GetRandomValue(1, 12); heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) }; positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
} }
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -67,7 +67,7 @@ int main()
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, 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){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, 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){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, 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++)
{ {
@ -76,7 +76,7 @@ int main()
} }
EndMode3D(); EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f)); DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE); DrawRectangleLines( 10, 10, 220, 70, BLUE);
@ -89,7 +89,7 @@ int main()
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -11,12 +11,12 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
@ -27,9 +27,9 @@ int main()
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -41,7 +41,7 @@ int main()
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -59,10 +59,10 @@ int main()
DrawGrid(10, 1.0f); DrawGrid(10, 1.0f);
EndMode3D(); EndMode3D();
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f)); DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE); DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK); DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY); DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);

View file

@ -11,7 +11,7 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -30,7 +30,7 @@ int main()
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

View file

@ -11,12 +11,12 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");

View file

@ -21,16 +21,16 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -54,7 +54,7 @@ int main()
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -19,66 +19,66 @@
// Custom logging funtion // Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args) void LogCustom(int msgType, const char *text, va_list args)
{ {
char timeStr[64]; char timeStr[64];
time_t now = time(NULL); time_t now = time(NULL);
struct tm *tm_info = localtime(&now); struct tm *tm_info = localtime(&now);
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info); strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
printf("[%s] ", timeStr); printf("[%s] ", timeStr);
switch (msgType) switch (msgType)
{ {
case LOG_INFO: printf("[INFO] : "); break; case LOG_INFO: printf("[INFO] : "); break;
case LOG_ERROR: printf("[ERROR]: "); break; case LOG_ERROR: printf("[ERROR]: "); break;
case LOG_WARNING: printf("[WARN] : "); break; case LOG_WARNING: printf("[WARN] : "); break;
case LOG_DEBUG: printf("[DEBUG]: "); break; case LOG_DEBUG: printf("[DEBUG]: "); break;
default: break; default: break;
} }
vprintf(text, args); vprintf(text, args);
printf("\n"); printf("\n");
} }
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs // First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one // will use our own logger instead of its internal one
SetTraceLogCallback(LogCustom); SetTraceLogCallback(LogCustom);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging"); InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here // TODO: Update your variables here
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY); DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View file

@ -13,19 +13,19 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files"); InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0; int count = 0;
char **droppedFiles = { 0 }; char **droppedFiles = { 0 };
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -49,15 +49,15 @@ int main()
else else
{ {
DrawText("Dropped files:", 100, 40, 20, DARKGRAY); DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f)); if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f)); else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY); DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
} }
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY); DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
} }
@ -68,7 +68,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -3,15 +3,15 @@
* raylib [core] example - Gamepad input * raylib [core] example - Gamepad input
* *
* NOTE: This example requires a Gamepad connected to the system * NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads: * raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One) * - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller * - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration * Check raylib.h for buttons configuration
* *
* This example has been created using raylib 1.6 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -26,21 +26,21 @@
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller" #define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif #endif
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input"); InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Texture2D texPs3Pad = LoadTexture("resources/ps3.png"); Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png"); Texture2D texXboxPad = LoadTexture("resources/xbox.png");
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -56,7 +56,7 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
if (IsGamepadAvailable(GAMEPAD_PLAYER1)) if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{ {
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK); DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
@ -64,7 +64,7 @@ int main()
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID)) if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
{ {
DrawTexture(texXboxPad, 0, 0, DARKGRAY); DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home // Draw buttons: xbox home
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
@ -75,7 +75,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad // Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK); DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK); DrawRectangle(293, 228, 69, 19, BLACK);
@ -83,7 +83,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back // Draw buttons: left-right back
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
@ -91,21 +91,21 @@ int main()
// Draw axis: left joystick // Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK); DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY); DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK); 152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick // Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK); DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY); DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK); 237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers // Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY); DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY); DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
} }
@ -115,7 +115,7 @@ int main()
// Draw buttons: ps // Draw buttons: ps
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic // Draw buttons: basic
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
@ -131,7 +131,7 @@ int main()
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons // Draw buttons: left-right back buttons
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED); if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
@ -139,42 +139,42 @@ int main()
// Draw axis: left joystick // Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK); DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY); DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK); 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick // Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK); DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY); DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK); 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers // Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY); DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY); DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
} }
else else
{ {
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY); DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// TODO: Draw generic gamepad // TODO: Draw generic gamepad
} }
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON); DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++) for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
{ {
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY); DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
} }
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED); if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY); else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
} }
else else
{ {
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY); DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY); DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
} }
@ -186,7 +186,7 @@ int main()
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad); UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad); UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -14,27 +14,27 @@
#define MAX_GESTURE_STRINGS 20 #define MAX_GESTURE_STRINGS 20
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures"); InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 }; Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 }; Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0; int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32]; char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE; int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE; int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected //SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -65,14 +65,14 @@ int main()
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break; case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break; default: break;
} }
gesturesCount++; gesturesCount++;
// Reset gestures strings // Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS) if (gesturesCount >= MAX_GESTURE_STRINGS)
{ {
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0"); for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0; gesturesCount = 0;
} }
} }
@ -84,32 +84,32 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY); DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE); DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f)); DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++) for (int i = 0; i < gesturesCount; i++)
{ {
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f)); 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)); 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); if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON); else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
} }
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY); DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY); DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON); if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
} }

View file

@ -11,18 +11,18 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input"); InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 }; Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

View file

@ -11,19 +11,19 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input"); InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f }; Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE; Color ballColor = DARKBLUE;
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -32,7 +32,7 @@ int main()
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
ballPosition = GetMousePosition(); ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME; else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE; else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;

View file

@ -11,19 +11,19 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel"); InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
int boxPositionY = screenHeight/2 - 40; int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

View file

@ -13,31 +13,31 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch"); InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f }; Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE; Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition;
SetTargetFPS(60); int touchCounter = 0;
Vector2 touchPosition = { 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
ballPosition = GetMousePosition(); ballPosition = GetMousePosition();
ballColor = BEIGE; ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON; if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
@ -47,7 +47,7 @@ int main()
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (touchCounter > 0) touchCounter--; if (touchCounter > 0) touchCounter--;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -59,15 +59,15 @@ int main()
// Multitouch // Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{ {
touchPosition = GetTouchPosition(i); // Get the touch point touchPosition = GetTouchPosition(i); // Get the touch point
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{ {
// Draw circle and touch index number // Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE); DrawCircleV(touchPosition, 34, ORANGE);
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK); DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
} }
} }
// Draw the normal mouse location // Draw the normal mouse location

View file

@ -2,7 +2,7 @@
* *
* raylib example - loading thread * raylib example - loading thread
* *
* NOTE: This example requires linking with pthreads library, * NOTE: This example requires linking with pthreads library,
* on MinGW, it can be accomplished passing -static parameter to compiler * on MinGW, it can be accomplished passing -static parameter to compiler
* *
* This example has been created using raylib 2.5 (www.raylib.com) * This example has been created using raylib 2.5 (www.raylib.com)
@ -27,21 +27,21 @@ static void *LoadDataThread(void *arg); // Loading data thread function decl
static int dataProgress = 0; // Data progress accumulator static int dataProgress = 0; // Data progress accumulator
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread"); InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
pthread_t threadId; // Loading data thread id pthread_t threadId; // Loading data thread id
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING; enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
int framesCounter = 0; int framesCounter = 0;
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -90,25 +90,25 @@ int main()
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
switch (state) switch (state)
{ {
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break; case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING: case STATE_LOADING:
{ {
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE); DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE); if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
} break; } break;
case STATE_FINISHED: case STATE_FINISHED:
{ {
DrawRectangle(150, 200, 500, 60, LIME); DrawRectangle(150, 200, 500, 60, LIME);
DrawText("DATA LOADED!", 250, 210, 40, GREEN); DrawText("DATA LOADED!", 250, 210, 40, GREEN);
} break; } break;
default: break; default: break;
} }
DrawRectangleLines(150, 200, 500, 60, DARKGRAY); DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
EndDrawing(); EndDrawing();
@ -130,11 +130,11 @@ static void *LoadDataThread(void *arg)
clock_t prevTime = clock(); // Previous time clock_t prevTime = clock(); // Previous time
// We simulate data loading with a time counter for 5 seconds // We simulate data loading with a time counter for 5 seconds
while (timeCounter < 5000) while (timeCounter < 5000)
{ {
clock_t currentTime = clock() - prevTime; clock_t currentTime = clock() - prevTime;
timeCounter = currentTime*1000/CLOCKS_PER_SEC; timeCounter = currentTime*1000/CLOCKS_PER_SEC;
// We accumulate time over a global variable to be used in // We accumulate time over a global variable to be used in
// main thread as a progress bar // main thread as a progress bar
dataProgress = timeCounter/10; dataProgress = timeCounter/10;

View file

@ -11,20 +11,20 @@
#include "raylib.h" #include "raylib.h"
int main() int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800; const int screenWidth = 800;
int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values"); InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
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
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

Some files were not shown because too many files have changed in this diff Show more