Review ALL examples
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96 changed files with 1302 additions and 1318 deletions
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@ -23,25 +23,25 @@ typedef struct {
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Color color;
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Color color;
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} CircleWave;
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} CircleWave;
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int main()
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int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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const int screenWidth = 800;
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int screenHeight = 450;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
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SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
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InitAudioDevice(); // Initialize audio device
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InitAudioDevice(); // Initialize audio device
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Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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// Creates ome circles for visual effect
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// Creates ome circles for visual effect
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CircleWave circles[MAX_CIRCLES];
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CircleWave circles[MAX_CIRCLES];
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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{
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circles[i].alpha = 0.0f;
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circles[i].alpha = 0.0f;
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@ -53,7 +53,7 @@ int main()
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}
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}
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Music xm = LoadMusicStream("resources/chiptun1.mod");
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Music xm = LoadMusicStream("resources/chiptun1.mod");
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PlayMusicStream(xm);
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PlayMusicStream(xm);
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float timePlayed = 0.0f;
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float timePlayed = 0.0f;
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@ -68,34 +68,34 @@ int main()
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateMusicStream(xm); // Update music buffer with new stream data
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UpdateMusicStream(xm); // Update music buffer with new stream data
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// Restart music playing (stop and play)
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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{
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StopMusicStream(xm);
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StopMusicStream(xm);
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PlayMusicStream(xm);
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PlayMusicStream(xm);
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}
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}
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// Pause/Resume music playing
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// Pause/Resume music playing
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if (IsKeyPressed(KEY_P))
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if (IsKeyPressed(KEY_P))
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{
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{
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pause = !pause;
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pause = !pause;
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if (pause) PauseMusicStream(xm);
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if (pause) PauseMusicStream(xm);
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else ResumeMusicStream(xm);
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else ResumeMusicStream(xm);
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}
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}
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// Get timePlayed scaled to bar dimensions
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// Get timePlayed scaled to bar dimensions
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timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
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timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
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// Color circles animation
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// Color circles animation
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for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
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for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
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{
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{
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circles[i].alpha += circles[i].speed;
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circles[i].alpha += circles[i].speed;
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circles[i].radius += circles[i].speed*10.0f;
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circles[i].radius += circles[i].speed*10.0f;
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if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
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if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
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if (circles[i].alpha <= 0.0f)
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if (circles[i].alpha <= 0.0f)
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{
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{
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circles[i].alpha = 0.0f;
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circles[i].alpha = 0.0f;
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@ -113,12 +113,12 @@ int main()
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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{
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DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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}
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}
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// Draw time bar
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// Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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@ -131,7 +131,7 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadMusicStream(xm); // Unload music stream buffers from RAM
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UnloadMusicStream(xm); // Unload music stream buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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@ -4,7 +4,7 @@
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*
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*
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* NOTE: This example requires OpenAL Soft library installed
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* NOTE: This example requires OpenAL Soft library installed
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*
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*
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* This example has been created using raylib 1.7 (www.raylib.com)
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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@ -13,19 +13,19 @@
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#include "raylib.h"
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#include "raylib.h"
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int main()
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int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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const int screenWidth = 800;
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int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
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InitAudioDevice(); // Initialize audio device
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InitAudioDevice(); // Initialize audio device
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Music music = LoadMusicStream("resources/guitar_noodling.ogg");
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Music music = LoadMusicStream("resources/guitar_noodling.ogg");
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PlayMusicStream(music);
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PlayMusicStream(music);
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float timePlayed = 0.0f;
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float timePlayed = 0.0f;
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@ -39,27 +39,27 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateMusicStream(music); // Update music buffer with new stream data
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UpdateMusicStream(music); // Update music buffer with new stream data
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// Restart music playing (stop and play)
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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{
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StopMusicStream(music);
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StopMusicStream(music);
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PlayMusicStream(music);
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PlayMusicStream(music);
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}
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}
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// Pause/Resume music playing
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// Pause/Resume music playing
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if (IsKeyPressed(KEY_P))
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if (IsKeyPressed(KEY_P))
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{
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{
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pause = !pause;
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pause = !pause;
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if (pause) PauseMusicStream(music);
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if (pause) PauseMusicStream(music);
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else ResumeMusicStream(music);
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else ResumeMusicStream(music);
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}
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}
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// Get timePlayed scaled to bar dimensions (400 pixels)
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// Get timePlayed scaled to bar dimensions (400 pixels)
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timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
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timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
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if (timePlayed > 400) StopMusicStream(music);
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if (timePlayed > 400) StopMusicStream(music);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -74,7 +74,7 @@ int main()
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DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
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DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
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DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
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DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
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DrawRectangleLines(200, 200, 400, 12, GRAY);
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DrawRectangleLines(200, 200, 400, 12, GRAY);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
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@ -20,12 +20,12 @@
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#define MAX_SAMPLES 512
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#define MAX_SAMPLES 512
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#define MAX_SAMPLES_PER_UPDATE 4096
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#define MAX_SAMPLES_PER_UPDATE 4096
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int main()
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int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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const int screenWidth = 800;
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int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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@ -33,30 +33,30 @@ int main()
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// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
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// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
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AudioStream stream = InitAudioStream(22050, 16, 1);
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AudioStream stream = InitAudioStream(22050, 16, 1);
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// Buffer for the single cycle waveform we are synthesizing
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// Buffer for the single cycle waveform we are synthesizing
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short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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// Frame buffer, describing the waveform when repeated over the course of a frame
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// Frame buffer, describing the waveform when repeated over the course of a frame
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short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
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short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
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PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
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PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
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// Position read in to determine next frequency
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// Position read in to determine next frequency
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Vector2 mousePosition = { -100.0f, -100.0f };
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Vector2 mousePosition = { -100.0f, -100.0f };
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// Cycles per second (hz)
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// Cycles per second (hz)
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float frequency = 440.0f;
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float frequency = 440.0f;
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// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
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// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
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float oldFrequency = 1.0f;
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float oldFrequency = 1.0f;
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// Cursor to read and copy the samples of the sine wave buffer
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// Cursor to read and copy the samples of the sine wave buffer
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int readCursor = 0;
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int readCursor = 0;
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// Computed size in samples of the sine wave
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// Computed size in samples of the sine wave
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int waveLength = 1;
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int waveLength = 1;
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Vector2 position = { 0, 0 };
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Vector2 position = { 0, 0 };
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SetTargetFPS(30); // Set our game to run at 30 frames-per-second
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SetTargetFPS(30); // Set our game to run at 30 frames-per-second
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Sample mouse input.
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// Sample mouse input.
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mousePosition = GetMousePosition();
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mousePosition = GetMousePosition();
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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{
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float fp = (float)(mousePosition.y);
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float fp = (float)(mousePosition.y);
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frequency = 40.0f + (float)(fp);
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frequency = 40.0f + (float)(fp);
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}
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}
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// Rewrite the sine wave.
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// Rewrite the sine wave.
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// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
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// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
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if (frequency != oldFrequency)
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if (frequency != oldFrequency)
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{
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{
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// Compute wavelength. Limit size in both directions.
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// Compute wavelength. Limit size in both directions.
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int oldWavelength = waveLength;
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int oldWavelength = waveLength;
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waveLength = (int)(22050/frequency);
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waveLength = (int)(22050/frequency);
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if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
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if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
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if (waveLength < 1) waveLength = 1;
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if (waveLength < 1) waveLength = 1;
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// Write sine wave.
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// Write sine wave.
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for (int i = 0; i < waveLength*2; i++)
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for (int i = 0; i < waveLength*2; i++)
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{
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{
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data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
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data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
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}
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}
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// Scale read cursor's position to minimize transition artifacts
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// Scale read cursor's position to minimize transition artifacts
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readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
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readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
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oldFrequency = frequency;
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oldFrequency = frequency;
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}
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}
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// Refill audio stream if required
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// Refill audio stream if required
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if (IsAudioBufferProcessed(stream))
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if (IsAudioBufferProcessed(stream))
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{
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{
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// Synthesize a buffer that is exactly the requested size
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// Synthesize a buffer that is exactly the requested size
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int writeCursor = 0;
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int writeCursor = 0;
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while (writeCursor < MAX_SAMPLES_PER_UPDATE)
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while (writeCursor < MAX_SAMPLES_PER_UPDATE)
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{
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{
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// Start by trying to write the whole chunk at once
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// Start by trying to write the whole chunk at once
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int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
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int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
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// Limit to the maximum readable size
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// Limit to the maximum readable size
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int readLength = waveLength-readCursor;
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int readLength = waveLength-readCursor;
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if (writeLength > readLength) writeLength = readLength;
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if (writeLength > readLength) writeLength = readLength;
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// Write the slice
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// Write the slice
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memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
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memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
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// Update cursors and loop audio
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// Update cursors and loop audio
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readCursor = (readCursor + writeLength) % waveLength;
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readCursor = (readCursor + writeLength) % waveLength;
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writeCursor += writeLength;
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writeCursor += writeLength;
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}
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}
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// Copy finished frame to audio stream
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// Copy finished frame to audio stream
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UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
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UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
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}
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}
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DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
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DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
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DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
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DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
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// Draw the current buffer state proportionate to the screen
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// Draw the current buffer state proportionate to the screen
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for (int i = 0; i < screenWidth; i++)
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for (int i = 0; i < screenWidth; i++)
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{
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{
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position.x = i;
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position.x = i;
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position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
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position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
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DrawPixelV(position, RED);
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DrawPixelV(position, RED);
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}
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}
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@ -154,7 +154,7 @@ int main()
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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free(data); // Unload sine wave data
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free(data); // Unload sine wave data
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free(writeBuf); // Unload write buffer
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free(writeBuf); // Unload write buffer
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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)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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");
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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
Loading…
Reference in a new issue