Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
victorfisac 2016-03-16 12:40:08 +01:00
commit d728494099
37 changed files with 1097 additions and 974 deletions

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#**************************************************************************************************
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2015 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# just adjust the correct path to libraylib.bc
LIBS = ../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = ../src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all object files required
EXAMPLES = \
core_basic_window \
core_input_keys \
core_input_mouse \
core_mouse_wheel \
core_input_gamepad \
core_random_values \
core_color_select \
core_drop_files \
core_storage_values \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
core_3d_camera_free \
core_3d_camera_first_person \
shapes_logo_raylib \
shapes_basic_shapes \
shapes_colors_palette \
shapes_logo_raylib_anim \
textures_logo_raylib \
textures_image_loading \
textures_rectangle \
textures_srcrec_dstrec \
textures_to_image \
textures_raw_data \
textures_formats_loading \
textures_particles_trail_blending \
textures_image_processing \
textures_image_drawing \
text_sprite_fonts \
text_bmfont_ttf \
text_rbmf_fonts \
text_format_text \
text_font_select \
text_writing_anim \
models_geometric_shapes \
models_box_collisions \
models_billboard \
models_obj_loading \
models_heightmap \
models_cubicmap \
shaders_model_shader \
shaders_shapes_textures \
shaders_custom_uniform \
shaders_postprocessing \
audio_sound_loading \
audio_music_stream \
fix_dylib \
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
all: examples
# compile all examples
examples: $(EXAMPLES)
# compile [core] example - basic window
core_basic_window: core_basic_window.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - keyboard input
core_input_keys: core_input_keys.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - mouse input
core_input_mouse: core_input_mouse.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - mouse wheel
core_mouse_wheel: core_mouse_wheel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - gamepad input
core_input_gamepad: core_input_gamepad.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - generate random values
core_random_values: core_random_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - color selection (collision detection)
core_color_select: core_color_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - drop files
core_drop_files: core_drop_files.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
endif
# compile [core] example - storage values
core_storage_values: core_storage_values.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - gestures detection
core_gestures_detection: core_gestures_detection.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d mode
core_3d_mode: core_3d_mode.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d picking
core_3d_picking: core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d camera free
core_3d_camera_free: core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d camera first person
core_3d_camera_first_person: core_3d_camera_first_person.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib logo (with basic shapes)
shapes_logo_raylib: shapes_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - basic shapes usage (rectangle, circle, ...)
shapes_basic_shapes: shapes_basic_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib color palette
shapes_colors_palette: shapes_colors_palette.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib logo animation
shapes_logo_raylib_anim: shapes_logo_raylib_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - raylib logo texture loading
textures_logo_raylib: textures_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - image loading and conversion to texture
textures_image_loading: textures_image_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture rectangle drawing
textures_rectangle: textures_rectangle.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture source and destination rectangles
textures_srcrec_dstrec: textures_srcrec_dstrec.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture to image
textures_to_image: textures_to_image.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture raw data
textures_raw_data: textures_raw_data.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture formats loading
textures_formats_loading: textures_formats_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture particles trail blending
textures_particles_trail_blending: textures_particles_trail_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image processing
textures_image_processing: textures_image_processing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image drawing
textures_image_drawing: textures_image_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - sprite fonts loading
text_sprite_fonts: text_sprite_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - bmfonts and ttf loading
text_bmfont_ttf: text_bmfont_ttf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - raylib bitmap fonts (rBMF)
text_rbmf_fonts: text_rbmf_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - text formatting
text_format_text: text_format_text.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - font selection program
text_font_select: text_font_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - text writing animation
text_writing_anim: text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic geometric 3d shapes
models_geometric_shapes: models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - box collisions
models_box_collisions: models_box_collisions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic window
models_planes: models_planes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - billboard usage
models_billboard: models_billboard.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - OBJ model loading
models_obj_loading: models_obj_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - heightmap loading
models_heightmap: models_heightmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - cubesmap loading
models_cubicmap: models_cubicmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - model shader
shaders_model_shader: shaders_model_shader.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - shapes texture shader
shaders_shapes_textures: shaders_shapes_textures.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - custom uniform in shader
shaders_custom_uniform: shaders_custom_uniform.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - postprocessing shader
shaders_postprocessing: shaders_postprocessing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - sound loading and playing (WAV and OGG)
audio_sound_loading: audio_sound_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - music stream playing (OGG)
audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
endif
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

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/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Camera2D camera;
camera.position = (Vector2){ 0, 0 };
camera.origin = (Vector2){ 100, 100 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
else if (IsKeyDown(KEY_UP)) camera.position.y++;
else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
if (IsKeyDown(KEY_R)) camera.rotation--;
else if (IsKeyDown(KEY_F)) camera.rotation++;
if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawingEx(camera);
ClearBackground(RAYWHITE);
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
DrawRectangle(0, 300, screenWidth, 50, GRAY);
DrawRectangle(400, 250, 40, 40, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector) // Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns // Generates some random columns
float heights[MAX_COLUMNS]; float heights[MAX_COLUMNS];
@ -40,6 +40,7 @@ int main()
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -25,12 +25,14 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

View file

@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
@ -35,6 +36,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -53,8 +55,8 @@ int main()
// Check collision between ray and box // Check collision between ray and box
collision = CheckCollisionRayBox(ray, collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 }, (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }); (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
@ -30,6 +30,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
@ -29,6 +29,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
@ -53,27 +53,29 @@ int main()
collision = false; collision = false;
// Check collisions player vs enemy-box // Check collisions player vs enemy-box
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2, if (CheckCollisionBoxes(
playerPosition.y - playerSize.y/2, (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.z - playerSize.z/2 }, playerPosition.y - playerSize.y/2,
(Vector3){ playerPosition.x + playerSize.x/2, playerPosition.z - playerSize.z/2 },
playerPosition.y + playerSize.y/2, (Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.z + playerSize.z/2 }, playerPosition.y + playerSize.y/2,
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, playerPosition.z + playerSize.z/2 }},
enemyBoxPos.y - enemyBoxSize.y/2, (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.z - enemyBoxSize.z/2 }, enemyBoxPos.y - enemyBoxSize.y/2,
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, enemyBoxPos.z - enemyBoxSize.z/2 },
enemyBoxPos.y + enemyBoxSize.y/2, (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true; enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere // Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2, if (CheckCollisionBoxSphere(
playerPosition.y - playerSize.y/2, (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.z - playerSize.z/2 }, playerPosition.y - playerSize.y/2,
(Vector3){ playerPosition.x + playerSize.x/2, playerPosition.z - playerSize.z/2 },
playerPosition.y + playerSize.y/2, (Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.z + playerSize.z/2 }, playerPosition.y + playerSize.y/2,
enemySpherePos, enemySphereSize)) collision = true; playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED; if (collision) playerColor = RED;
else playerColor = GREEN; else playerColor = GREEN;

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@ -37,6 +37,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world // Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -36,7 +36,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization // Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model initialization // Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f }; Vector3 position = { 0.0f, 0.0f, 0.0f };

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices // Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{ {
for (int j = 0; j < GRID_VERTICAL_SIZE; j++) for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{ {
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK; if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY; else grid[i][j] = EMPTY;
} }
} }
// Initialize incoming piece matrices // Initialize incoming piece matrices
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j< 4; j++) for (int j = 0; j< 4; j++)
{ {
incomingPiece[i][j] = EMPTY; incomingPiece[i][j] = EMPTY;
} }
} }
} }
// Update game (one frame) // Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0; piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one // If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay) if (beginPlay)
{ {
GetRandompiece(); GetRandompiece();
beginPlay = false; beginPlay = false;
} }
// We assign the incoming piece to the actual piece // We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j< 4; j++) for (int j = 0; j< 4; j++)
{ {
piece[i][j] = incomingPiece[i][j]; piece[i][j] = incomingPiece[i][j];
} }
} }
// We assign a random piece to the incoming one // We assign a random piece to the incoming one
GetRandompiece(); GetRandompiece();
// Assign the piece to the grid // Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++) for (int i = piecePositionX; i < piecePositionX + 4; i++)
{ {
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
{ {
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING; if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
} }
} }
return true; return true;
} }
static void GetRandompiece() static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7; int random = rand() % 7;
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
{ {
incomingPiece[i][j] = EMPTY; incomingPiece[i][j] = EMPTY;
} }
} }
switch(random) switch(random)
{ {
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
} }
} }
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{ {
// If we finished moving this piece, we stop it // If we finished moving this piece, we stop it
if (*detection) if (*detection)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j] = FULL; grid[i][j] = FULL;
*detection = false; *detection = false;
*pieceActive = false; *pieceActive = false;
} }
} }
} }
} }
// We move down the piece // We move down the piece
else else
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j+1] = MOVING; grid[i][j+1] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionY++; piecePositionY++;
} }
} }
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false; bool collision = false;
// Move left // Move left
if (IsKeyDown(KEY_LEFT)) if (IsKeyDown(KEY_LEFT))
{ {
// Check if is possible to move to left // Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
// Check if we are touching the left wall or we have a full square at the left // Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true; if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
} }
} }
} }
// If able, move left // If able, move left
if (!collision) if (!collision)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{ {
// Move everything to the left // Move everything to the left
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i-1][j] = MOVING; grid[i-1][j] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionX--; piecePositionX--;
} }
} }
// Move right // Move right
else if (IsKeyDown(KEY_RIGHT)) else if (IsKeyDown(KEY_RIGHT))
{ {
// Check if is possible to move to right // Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
// Check if we are touching the right wall or we have a full square at the right // Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)) if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{ {
collision = true; collision = true;
} }
} }
} }
} }
// If able move right // If able move right
if (!collision) if (!collision)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{ {
// Move everything to the right // Move everything to the right
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i+1][j] = MOVING; grid[i+1][j] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionX++; piecePositionX++;
} }
} }
return collision; return collision;
} }
@ -599,30 +599,30 @@ static bool ResolveTurnMovement()
{ {
// Input for turning the piece // Input for turning the piece
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
int aux; int aux;
bool checker = false; bool checker = false;
// Check all turning possibilities // Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) && (grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) (grid[piecePositionX][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) && (grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) (grid[piecePositionX + 3][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY] == MOVING) && if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) && (grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) (grid[piecePositionX][piecePositionY + 3] != MOVING))
{ {
@ -630,25 +630,25 @@ static bool ResolveTurnMovement()
} }
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) && (grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) (grid[piecePositionX][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) && (grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) (grid[piecePositionX + 1][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{ {
@ -656,107 +656,107 @@ static bool ResolveTurnMovement()
} }
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) && (grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) (grid[piecePositionX][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) && (grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) (grid[piecePositionX + 2][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if (!checker) if (!checker)
{ {
aux = piece[0][0]; aux = piece[0][0];
piece[0][0] = piece[3][0]; piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3]; piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3]; piece[3][3] = piece[0][3];
piece[0][3] = aux; piece[0][3] = aux;
aux = piece[1][0]; aux = piece[1][0];
piece[1][0] = piece[3][1]; piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3]; piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2]; piece[2][3] = piece[0][2];
piece[0][2] = aux; piece[0][2] = aux;
aux = piece[2][0]; aux = piece[2][0];
piece[2][0] = piece[3][2]; piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3]; piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1]; piece[1][3] = piece[0][1];
piece[0][1] = aux; piece[0][1] = aux;
aux = piece[1][1]; aux = piece[1][1];
piece[1][1] = piece[2][1]; piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2]; piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2]; piece[2][2] = piece[1][2];
piece[1][2] = aux; piece[1][2] = aux;
} }
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
for (int i = piecePositionX; i < piecePositionX + 4; i++) for (int i = piecePositionX; i < piecePositionX + 4; i++)
{ {
for (int j = piecePositionY; j < piecePositionY + 4; j++) for (int j = piecePositionY; j < piecePositionY + 4; j++)
{ {
if (piece[i - piecePositionX][j - piecePositionY] == MOVING) if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{ {
grid[i][j] = MOVING; grid[i][j] = MOVING;
} }
} }
} }
return true; return true;
} }
return false; return false;
} }
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection) static void CheckDetection(bool *detection)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true; if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
} }
} }
} }
static void CheckCompletition(bool *lineToDelete) static void CheckCompletition(bool *lineToDelete)
{ {
int calculator; int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
calculator = 0; calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
// Count each square of the line // Count each square of the line
if (grid[i][j] == FULL) if (grid[i][j] == FULL)
{ {
calculator++; calculator++;
} }
// Check if we completed the whole line // Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2) if (calculator == GRID_HORIZONTAL_SIZE - 2)
{ {
*lineToDelete = true; *lineToDelete = true;
calculator = 0; calculator = 0;
// points++; // points++;
// Mark the completed line // Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++) for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{ {
grid[z][j] = FADING; grid[z][j] = FADING;
} }
} }
} }
} }
} }
static void DeleteCompleteLines() static void DeleteCompleteLines()

187
src/Makefile Normal file
View file

@ -0,0 +1,187 @@
#**************************************************************************************************
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
endif
endif
endif
endif
# define raylib graphics api depending on selected platform
ifeq ($(PLATFORM),PLATFORM_RPI)
# define raylib graphics api to use (on RPI, OpenGL ES 2.0 must be used)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
else
# define raylib graphics api to use (OpenGL 1.1 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_11
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
# NOTE: makefiles targets require tab indentation
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
# define default gcc compiler
CC = gcc
endif
# define compiler flags:
# -O1 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized, faster)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I/opt/vc/include -I/opt/vc/include/interface/vmcs_host/linux -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../src
# external libraries headers
# GLFW3
INCLUDES += -I../external/glfw3/include
# GLEW
INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../external/openal_soft/include
endif
# define all object files required
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
OBJS = core.o rlgl.o glad.o shapes.o text.o textures.o models.o audio.o utils.o camera.o gestures.o stb_vorbis.o
else
#GLAD only required on desktop platform
OBJS = core.o rlgl.o shapes.o text.o textures.o models.o audio.o stb_vorbis.o utils.o camera.o gestures.o
endif
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is raylib
default: raylib
# compile raylib library
raylib: $(OBJS)
ifeq ($(PLATFORM),PLATFORM_WEB)
emcc -O1 $(OBJS) -o libraylib.bc
else
ar rcs libraylib.a $(OBJS)
endif
# compile core module
# emcc core.c -o core.bc -DPLATFORM_DESKTOP
core.o: core.c
$(CC) -c core.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile rlgl module
rlgl.o: rlgl.c
$(CC) -c rlgl.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile glad module
glad.o: glad.c
$(CC) -c glad.c $(CFLAGS) $(INCLUDES)
# compile shapes module
shapes.o: shapes.c
$(CC) -c shapes.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile textures module
textures.o: textures.c
$(CC) -c textures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile text module
text.o: text.c
$(CC) -c text.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile models module
models.o: models.c
$(CC) -c models.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile audio module
audio.o: audio.c
$(CC) -c audio.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile stb_vorbis library
stb_vorbis.o: stb_vorbis.c
$(CC) -c stb_vorbis.c -O1 $(INCLUDES) -D$(PLATFORM)
# compile utils module
utils.o: utils.c
$(CC) -c utils.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile camera module
camera.o: camera.c
$(CC) -c camera.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile gestures module
gestures.o: gestures.c
$(CC) -c gestures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
rm -f *.o libraylib.a
else
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
else
del *.o libraylib.a
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
rm -f *.o libraylib.a
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o libraylib.bc
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.o : %.c
# $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)

View file

@ -84,7 +84,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
static Vector2 cameraAngle = { 0.0f, 0.0f }; static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f; static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0.0f, 0.0f }; static Vector2 cameraMousePosition = { 0.0f, 0.0f };
@ -212,6 +212,12 @@ void SetCameraTarget(Vector3 target)
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
} }
// Set internal camera fovy
void SetCameraFovy(float fovy)
{
internalCamera.fovy = fovy;
}
// Set camera pan key to combine with mouse movement (free camera) // Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey) void SetCameraPanControl(int panKey)
{ {

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