Merge branch 'raysan5:master' into master

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Colleague Riley 2024-07-09 17:20:33 -04:00 • committed by GitHub
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39 changed files with 5062 additions and 4725 deletions

1
.gitignore vendored
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@ -104,6 +104,7 @@ GRTAGS
GTAGS
# Zig programming language
.zig-cache/
zig-cache/
zig-out/
build/

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@ -20,7 +20,7 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib)
[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/)
[![Reddit Static Badge](https://img.shields.io/badge/-r%2Fraylib-red?style=flat&logo=reddit&label=reddit)](https://www.reddit.com/r/raylib/)
[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib)
[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5)

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@ -4,7 +4,9 @@
#
# This file supports building raylib examples for the following platforms:
#
# > PLATFORM_DESKTOP (GLFW backend):
# > PLATFORM_DESKTOP
# - Defaults to PLATFORM_DESKTOP_GLFW
# > PLATFORM_DESKTOP_GFLW (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
@ -52,9 +54,15 @@
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
else
TARGET_PLATFORM = $(PLATFORM)
endif
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 5.0.0
RAYLIB_VERSION ?= 5.5.0
RAYLIB_PATH ?= ..
# Define raylib source code path
@ -91,7 +99,7 @@ BUILD_WEB_RESOURCES ?= TRUE
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
# Determine PLATFORM_OS when required
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
@ -118,7 +126,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
@ -127,7 +135,7 @@ endif
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
@ -135,14 +143,14 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
@ -158,7 +166,7 @@ endif
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
@ -168,7 +176,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
@ -179,15 +187,15 @@ endif
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
MAKE = emmake make
endif
@ -206,11 +214,11 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
CFLAGS += -sASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
@ -227,7 +235,7 @@ endif
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
@ -238,7 +246,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
@ -248,7 +256,7 @@ endif
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
@ -256,10 +264,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
@ -273,7 +281,7 @@ endif
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
@ -289,7 +297,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
@ -300,7 +308,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
endif
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
@ -347,7 +355,7 @@ endif
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
@ -393,7 +401,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDLIBS += -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32
@ -421,7 +429,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
LDLIBS += -latomic
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = ..\src\libraylib.a -lgdi32 -lwinmm -lopengl32
@ -446,12 +454,12 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
LDLIBS += -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
@ -638,17 +646,17 @@ others: $(OTHERS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.c
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else ifeq ($(PLATFORM),PLATFORM_WEB)
else ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
$(MAKE) -f Makefile.Web $@
else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -D$(TARGET_PLATFORM)
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
@ -661,11 +669,11 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
else

27
examples/examples.rc Normal file
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@ -0,0 +1,27 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
//BLOCK "080904E4" // English UK
BLOCK "040904E4" // English US
BEGIN
VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib example"
VALUE "FileVersion", "1.0"
VALUE "InternalName", "raylib-example"
VALUE "LegalCopyright", "(c) 2024 raylib technologies (@raylibtech)"
//VALUE "OriginalFilename", "raylib_app.exe"
VALUE "ProductName", "raylib-example"
VALUE "ProductVersion", "1.0"
END
END
BLOCK "VarFileInfo"
BEGIN
//VALUE "Translation", 0x809, 1252 // English UK
VALUE "Translation", 0x409, 1252 // English US
END
END

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@ -44,10 +44,12 @@ int main(void)
// NOTE: Billboard locked on axis-Y
Vector3 billUp = { 0.0f, 1.0f, 0.0f };
// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
Vector2 size = { source.width/source.height, 1.0f };
// Rotate around origin
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
Vector2 origin = Vector2Scale(size, 0.5f);
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
@ -84,11 +86,11 @@ int main(void)
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
}
@ -108,4 +110,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -30,11 +30,11 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf animations");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
@ -42,17 +42,14 @@ int main(void)
// Load gltf model
Model model = LoadModel("resources/models/gltf/robot.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -61,7 +58,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Select current animation
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
@ -79,10 +77,8 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
@ -101,3 +97,6 @@ int main(void)
return 0;
}

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@ -0,0 +1,106 @@
/*******************************************************************************************
*
* raylib [textures] example - Retrive image channel (mask)
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev
*
* Example contributed by Bruno Cabral (github.com/brccabral) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image");
Image fudesumiImage = LoadImage("resources/fudesumi.png");
Image imageAlpha = ImageFromChannel(fudesumiImage, 3);
ImageAlphaMask(&imageAlpha, imageAlpha);
Image imageRed = ImageFromChannel(fudesumiImage, 0);
ImageAlphaMask(&imageRed, imageAlpha);
Image imageGreen = ImageFromChannel(fudesumiImage, 1);
ImageAlphaMask(&imageGreen, imageAlpha);
Image imageBlue = ImageFromChannel(fudesumiImage, 2);
ImageAlphaMask(&imageBlue, imageAlpha);
Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
Texture2D textureRed = LoadTextureFromImage(imageRed);
Texture2D textureGreen = LoadTextureFromImage(imageGreen);
Texture2D textureBlue = LoadTextureFromImage(imageBlue);
Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
UnloadImage(fudesumiImage);
UnloadImage(imageAlpha);
UnloadImage(imageRed);
UnloadImage(imageGreen);
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexture(backgroundTexture, 0, 0, WHITE);
DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE);
DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED);
DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN);
DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE);
DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(backgroundTexture);
UnloadTexture(fudesumiTexture);
UnloadTexture(textureRed);
UnloadTexture(textureGreen);
UnloadTexture(textureBlue);
UnloadTexture(textureAlpha);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -15,7 +15,7 @@
{
"name": "RAYLIB_VERSION_MINOR",
"type": "INT",
"value": 1,
"value": 5,
"description": ""
},
{
@ -27,7 +27,7 @@
{
"name": "RAYLIB_VERSION",
"type": "STRING",
"value": "5.1-dev",
"value": "5.5",
"description": ""
},
{
@ -1058,7 +1058,7 @@
{
"type": "Vector3",
"name": "direction",
"description": "Ray direction"
"description": "Ray direction (normalized)"
}
]
},
@ -7183,6 +7183,21 @@
}
]
},
{
"name": "ImageFromChannel",
"description": "Create an image from a selected channel of another image (GRAYSCALE)",
"returnType": "Image",
"params": [
{
"type": "Image",
"name": "image"
},
{
"type": "int",
"name": "selectedChannel"
}
]
},
{
"name": "ImageText",
"description": "Create an image from text (default font)",
@ -10385,7 +10400,7 @@
},
{
"type": "float",
"name": "size"
"name": "scale"
},
{
"type": "Color",

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@ -15,7 +15,7 @@ return {
{
name = "RAYLIB_VERSION_MINOR",
type = "INT",
value = 1,
value = 5,
description = ""
},
{
@ -27,7 +27,7 @@ return {
{
name = "RAYLIB_VERSION",
type = "STRING",
value = "5.1-dev",
value = "5.5",
description = ""
},
{
@ -1058,7 +1058,7 @@ return {
{
type = "Vector3",
name = "direction",
description = "Ray direction"
description = "Ray direction (normalized)"
}
}
},
@ -5521,6 +5521,15 @@ return {
{type = "Rectangle", name = "rec"}
}
},
{
name = "ImageFromChannel",
description = "Create an image from a selected channel of another image (GRAYSCALE)",
returnType = "Image",
params = {
{type = "Image", name = "image"},
{type = "int", name = "selectedChannel"}
}
},
{
name = "ImageText",
description = "Create an image from text (default font)",
@ -7221,7 +7230,7 @@ return {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Vector3", name = "position"},
{type = "float", name = "size"},
{type = "float", name = "scale"},
{type = "Color", name = "tint"}
}
},

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@ -3,9 +3,9 @@
<Defines count="57">
<Define name="RAYLIB_H" type="GUARD" value="" desc="" />
<Define name="RAYLIB_VERSION_MAJOR" type="INT" value="5" desc="" />
<Define name="RAYLIB_VERSION_MINOR" type="INT" value="1" desc="" />
<Define name="RAYLIB_VERSION_MINOR" type="INT" value="5" desc="" />
<Define name="RAYLIB_VERSION_PATCH" type="INT" value="0" desc="" />
<Define name="RAYLIB_VERSION" type="STRING" value="5.1-dev" desc="" />
<Define name="RAYLIB_VERSION" type="STRING" value="5.5" desc="" />
<Define name="__declspec(x)" type="MACRO" value="__attribute__((x))" desc="" />
<Define name="RLAPI" type="UNKNOWN" value="__declspec(dllexport)" desc="We are building the library as a Win32 shared library (.dll)" />
<Define name="PI" type="FLOAT" value="3.14159265358979323846" desc="" />
@ -220,7 +220,7 @@
</Struct>
<Struct name="Ray" fieldCount="2" desc="Ray, ray for raycasting">
<Field type="Vector3" name="position" desc="Ray position (origin)" />
<Field type="Vector3" name="direction" desc="Ray direction" />
<Field type="Vector3" name="direction" desc="Ray direction (normalized)" />
</Struct>
<Struct name="RayCollision" fieldCount="4" desc="RayCollision, ray hit information">
<Field type="bool" name="hit" desc="Did the ray hit something?" />
@ -670,7 +670,7 @@
<Param type="unsigned int" name="frames" desc="" />
</Callback>
</Callbacks>
<Functions count="572">
<Functions count="573">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
@ -1798,6 +1798,10 @@
<Param type="Image" name="image" desc="" />
<Param type="Rectangle" name="rec" desc="" />
</Function>
<Function name="ImageFromChannel" retType="Image" paramCount="2" desc="Create an image from a selected channel of another image (GRAYSCALE)">
<Param type="Image" name="image" desc="" />
<Param type="int" name="selectedChannel" desc="" />
</Function>
<Function name="ImageText" retType="Image" paramCount="3" desc="Create an image from text (default font)">
<Param type="const char *" name="text" desc="" />
<Param type="int" name="fontSize" desc="" />
@ -2641,7 +2645,7 @@
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="float" name="size" desc="" />
<Param type="float" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawBillboardRec" retType="void" paramCount="6" desc="Draw a billboard texture defined by source">

View file

@ -5,7 +5,7 @@ project(example)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Dependencies
set(RAYLIB_VERSION 5.0)
set(RAYLIB_VERSION 5.5)
find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED
if (NOT raylib_FOUND) # If there's none, fetch and build raylib
include(FetchContent)

View file

@ -376,6 +376,9 @@
<ItemGroup>
<ClCompile Include="..\..\..\examples\models\models_loading_gltf.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>

View file

@ -1,7 +1,7 @@
# Setup the project and settings
project(raylib C)
set(PROJECT_VERSION 5.0.0)
set(API_VERSION 500)
set(PROJECT_VERSION 5.5.0)
set(API_VERSION 550)
include(GNUInstallDirs)
include(JoinPaths)

View file

@ -4,7 +4,9 @@
#
# This file supports building raylib library for the following platforms:
#
# > PLATFORM_DESKTOP (GLFW backend):
# > PLATFORM_DESKTOP
# - Defaults to PLATFORM_DESKTOP_GLFW
# > PLATFORM_DESKTOP_GLFW (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
@ -55,12 +57,18 @@
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
# Define target platform
PLATFORM ?= PLATFORM_DESKTOP
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
else
TARGET_PLATFORM = $(PLATFORM)
endif
# Define required raylib variables
RAYLIB_VERSION = 5.0.0
RAYLIB_API_VERSION = 500
RAYLIB_VERSION = 5.5.0
RAYLIB_API_VERSION = 550
# Define raylib source code path
RAYLIB_SRC_PATH ?= ../src
@ -119,7 +127,7 @@ HOST_PLATFORM_OS ?= WINDOWS
PLATFORM_OS ?= WINDOWS
# Determine PLATFORM_OS when required
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB PLATFORM_ANDROID PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_ANDROID))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
@ -152,7 +160,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
@ -161,7 +169,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
PLATFORM_SHELL = sh
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),LINUX)
ifndef PLATFORM_SHELL
PLATFORM_SHELL = sh
@ -169,7 +177,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS), WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
@ -181,7 +189,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Android architecture
# Starting at 2019 using arm64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
@ -221,7 +229,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
endif
# Define raylib graphics api depending on selected platform
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
@ -229,28 +237,28 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
# By default use OpenGL 3.3 on desktop platform with SDL backend
GRAPHICS ?= GRAPHICS_API_OPENGL_33
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# On DRM OpenGL ES 2.0 must be used
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# On HTML5 OpenGL ES 2.0 is used, emscripten translates it to WebGL 1.0
GRAPHICS = GRAPHICS_API_OPENGL_ES2
#GRAPHICS = GRAPHICS_API_OPENGL_ES3 # Uncomment to use ES3/WebGL2 (preliminary support).
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# By default use OpenGL ES 2.0 on Android
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
@ -260,7 +268,7 @@ endif
CC = gcc
AR = ar
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
@ -271,7 +279,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# Define RPI cross-compiler
#CC = armv6j-hardfloat-linux-gnueabi-gcc
@ -279,12 +287,12 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
AR = $(RPI_TOOLCHAIN)/bin/$(RPI_TOOLCHAIN_NAME)-ar
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
CC = emcc
AR = emar
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Android toolchain (must be provided for desired architecture and compiler)
ifeq ($(ANDROID_ARCH),arm)
CC = $(ANDROID_TOOLCHAIN)/bin/$(ANDROID_COMPILER_ARCH)-linux-androideabi$(ANDROID_API_VERSION)-clang
@ -316,13 +324,13 @@ endif
# -D_GNU_SOURCE access to lots of nonstandard GNU/Linux extension functions
# -Werror=pointer-arith catch unportable code that does direct arithmetic on void pointers
# -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing)
CFLAGS = -Wall -D_GNU_SOURCE -D$(PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
CFLAGS = -Wall -D_GNU_SOURCE -D$(TARGET_PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
ifneq ($(RAYLIB_CONFIG_FLAGS), NONE)
CFLAGS += -DEXTERNAL_CONFIG_FLAGS $(RAYLIB_CONFIG_FLAGS)
endif
ifeq ($(PLATFORM), PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM), PLATFORM_WEB)
# NOTE: When using multi-threading in the user code, it requires -pthread enabled
CFLAGS += -std=gnu99
else
@ -338,13 +346,13 @@ ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
endif
ifeq ($(RAYLIB_BUILD_MODE),RELEASE)
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
CFLAGS += -Os
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
CFLAGS += -O1
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
CFLAGS += -O2
endif
endif
@ -354,10 +362,10 @@ endif
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
CFLAGS += -Werror=implicit-function-declaration
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management) -> Only for linker!
@ -375,7 +383,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
#CFLAGS += -sGL_ENABLE_GET_PROC_ADDRESS
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),arm)
CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
@ -411,19 +419,18 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in
# which contains a conflicting type Font
CFLAGS += -DEGL_NO_X11
CFLAGS += -Werror=implicit-function-declaration
endif
# Use Wayland display on Linux desktop
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS), LINUX)
ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE)
CFLAGS += -D_GLFW_X11
endif
ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
CFLAGS += -D_GLFW_WAYLAND
LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs)
@ -457,26 +464,26 @@ CFLAGS += $(CUSTOM_CFLAGS)
INCLUDE_PATHS = -I.
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
INCLUDE_PATHS += -Iexternal/glfw/include
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I/usr/local/include
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
INCLUDE_PATHS += -Iexternal/glfw/include
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I/usr/include/libdrm
ifeq ($(USE_RPI_CROSSCOMPILER), TRUE)
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/usr/include
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue
# Include android_native_app_glue.h
INCLUDE_PATHS += -I$(NATIVE_APP_GLUE)
@ -502,7 +509,7 @@ endif
#------------------------------------------------------------------------------------------------
LDFLAGS = $(CUSTOM_LDFLAGS) -L. -L$(RAYLIB_RELEASE_PATH)
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
ifneq ($(CC), tcc)
LDFLAGS += -Wl,--out-implib,$(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME)dll.a
@ -518,17 +525,17 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).so -Lsrc -L/usr/local/lib
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
ifeq ($(USE_RPI_CROSSCOMPILER), TRUE)
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib -L$(RPI_TOOLCHAIN_SYSROOT)/usr/lib
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
LDFLAGS += -Wl,-soname,libraylib.$(RAYLIB_API_VERSION).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
@ -542,7 +549,7 @@ endif
# Define libraries required on linking: LDLIBS
# NOTE: This is only required for dynamic library generation
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
ifeq ($(CC), tcc)
LDLIBS = -lopengl32 -lgdi32 -lwinmm -lshell32
@ -570,7 +577,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDLIBS = -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
LDLIBS = -static-libgcc -lopengl32 -lgdi32
endif
@ -582,16 +589,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
endif
LDLIBS += -lSDL2 -lSDL2main
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl
ifeq ($(RAYLIB_MODULE_AUDIO),TRUE)
LDLIBS += -latomic
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lgdi32 -lwinmm -lopengl32
@ -615,6 +613,15 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
LDLIBS += -lm -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl
ifeq ($(RAYLIB_MODULE_AUDIO),TRUE)
LDLIBS += -latomic
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
@ -624,8 +631,7 @@ OBJS = rcore.o \
rtext.o \
utils.o
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
OBJS += rglfw.o
endif
@ -640,7 +646,7 @@ ifeq ($(RAYLIB_MODULE_RAYGUI),TRUE)
OBJS += raygui.o
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
OBJS += android_native_app_glue.o
endif
@ -652,14 +658,14 @@ all: raylib
# Compile raylib library
# NOTE: Release directory is created if not exist
raylib: $(OBJS)
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# Compile raylib libray for web
#$(CC) $(OBJS) -r -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc
$(AR) rcs $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(OBJS)
@echo "raylib library generated (lib$(RAYLIB_LIB_NAME).a)!"
else
ifeq ($(RAYLIB_LIBTYPE),SHARED)
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: Linking with provided resource file
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/$(RAYLIB_LIB_NAME).dll $(OBJS) $(RAYLIB_RES_FILE) $(LDFLAGS) $(LDLIBS)
@ -688,7 +694,7 @@ else
cd $(RAYLIB_RELEASE_PATH) && ln -fs lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so lib$(RAYLIB_LIB_NAME).so
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# Compile raylib shared library version $(RAYLIB_VERSION).
# WARNING: you should type "make clean" before doing this target
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) $(OBJS) $(LDFLAGS) $(LDLIBS)
@ -696,7 +702,7 @@ else
cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) lib$(RAYLIB_LIB_NAME).so
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so $(OBJS) $(LDFLAGS) $(LDLIBS)
@echo "raylib shared library generated (lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so)!"
# WARNING: symbolic links creation on Windows should be done using mklink command, no ln available
@ -851,7 +857,7 @@ clean: clean_shell_$(PLATFORM_SHELL)
clean_shell_sh:
rm -fv *.o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so* raygui.c $(RAYLIB_RELEASE_PATH)/*-protocol.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.h
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
rm -fv $(NATIVE_APP_GLUE)/android_native_app_glue.o
endif

View file

@ -207,15 +207,9 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
const cache_include = std.fs.path.join(b.allocator, &.{ b.sysroot.?, "cache", "sysroot", "include" }) catch @panic("Out of memory");
defer b.allocator.free(cache_include);
if (comptime builtin.zig_version.minor > 12) {
var dir = std.fs.cwd().openDir(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!");
dir.close();
raylib.addIncludePath(b.path(cache_include));
} else {
var dir = std.fs.openDirAbsolute(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!");
dir.close();
raylib.addIncludePath(.{ .path = cache_include });
}
var dir = std.fs.openDirAbsolute(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!");
dir.close();
raylib.addIncludePath(.{ .cwd_relative = cache_include });
},
else => {
@panic("Unsupported OS");

4182
src/external/RGFW.h vendored

File diff suppressed because it is too large Load diff

View file

@ -81,7 +81,7 @@ static PlatformData platform = { 0 }; // Platform specific data
// Local Variables Definition
//----------------------------------------------------------------------------------
#define KEYCODE_MAP_SIZE 162
static const KeyboardKey KeycodeMap[KEYCODE_MAP_SIZE] = {
static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = {
KEY_NULL, // AKEYCODE_UNKNOWN
0, // AKEYCODE_SOFT_LEFT
0, // AKEYCODE_SOFT_RIGHT
@ -660,7 +660,7 @@ void PollInputEvents(void)
CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
}
}
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
@ -1133,9 +1133,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_RZ, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
event, AMOTION_EVENT_AXIS_BRAKE, 0)*2.0f - 1.0f;
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
event, AMOTION_EVENT_AXIS_GAS, 0)*2.0f - 1.0f;
// dpad is reported as an axis on android
float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
@ -1201,7 +1201,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
return 1; // Handled gamepad button
}
KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE) ? KeycodeMap[keycode] : KEY_NULL;
KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE)? mapKeycode[keycode] : KEY_NULL;
if (key != KEY_NULL)
{
// Save current key and its state
@ -1252,10 +1252,10 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
// Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x)/(float)CORE.Window.display.width;
float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y)/(float)CORE.Window.display.height;
CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x*widthRatio - (float)CORE.Window.renderOffset.x/2;
CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y*heightRatio - (float)CORE.Window.renderOffset.y/2;
}
int32_t action = AMotionEvent_getAction(event);

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