EXAMPLES: Format tweaks

This commit is contained in:
Ray 2025-08-07 17:08:22 +02:00
commit f0889a74fe
91 changed files with 409 additions and 397 deletions

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@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [audio] example - Mixed audio processing * raylib [audio] example - mixed audio processing
* *
* Example complexity rating: [★★★★] 4/4 * Example complexity rating: [★★★★] 4/4
* *

View file

@ -45,7 +45,7 @@ int main(void)
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play) // Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE)) if (IsKeyPressed(KEY_SPACE))
{ {

View file

@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [audio] example - Playing spatialized 3D sound * raylib [audio] example - spatialized 3D sound
* *
* Example complexity rating: [★★☆☆] 2/4 * Example complexity rating: [★★☆☆] 2/4
* *
@ -31,9 +31,9 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
InitAudioDevice(); InitAudioDevice();
Sound sound = LoadSound("resources/coin.wav"); Sound sound = LoadSound("resources/coin.wav");
@ -45,9 +45,9 @@ int main(void)
.fovy = 60, .fovy = 60,
.projection = CAMERA_PERSPECTIVE .projection = CAMERA_PERSPECTIVE
}; };
DisableCursor(); DisableCursor();
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -89,7 +89,7 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadSound(sound); UnloadSound(sound);
CloseAudioDevice(); // Close audio device CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
} }
@ -100,23 +100,23 @@ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, flo
// Calculate direction vector and distance between listener and sound source // Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position); Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction); float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1 // Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist)); float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f); attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning // Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction); Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position)); Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward)); Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
// Reduce volume for sounds behind the listener // Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection); float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f); if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener // Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right); float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties // Apply final sound properties
SetSoundVolume(sound, attenuation); SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan); SetSoundPan(sound, pan);

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@ -53,7 +53,7 @@ int main(void)
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f] float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused bool pause = false; // Music playing paused
bool enableEffectLPF = false; // Enable effect low-pass-filter bool enableEffectLPF = false; // Enable effect low-pass-filter
bool enableEffectDelay = false; // Enable effect delay (1 second) bool enableEffectDelay = false; // Enable effect delay (1 second)
@ -98,7 +98,7 @@ int main(void)
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay); if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay); else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
} }
// Get normalized time played for current music stream // Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music); timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
@ -119,7 +119,7 @@ int main(void)
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY); DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY); DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY); DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY); DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);

View file

@ -47,7 +47,7 @@ int main ()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ONE)) zoomMode = 0; if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
else if (IsKeyPressed(KEY_TWO)) zoomMode = 1; else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
// Translate based on mouse right click // Translate based on mouse right click
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{ {
@ -68,7 +68,7 @@ int main ()
// Set the offset to where the mouse is // Set the offset to where the mouse is
camera.offset = GetMousePosition(); camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point // Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom // under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos; camera.target = mouseWorldPos;
@ -89,7 +89,7 @@ int main ()
// Set the offset to where the mouse is // Set the offset to where the mouse is
camera.offset = GetMousePosition(); camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point // Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom // under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos; camera.target = mouseWorldPos;
} }
@ -111,7 +111,7 @@ int main ()
BeginMode2D(camera); BeginMode2D(camera);
// Draw the 3d grid, rotated 90 degrees and centered around 0,0 // Draw the 3d grid, rotated 90 degrees and centered around 0,0
// just so we have something in the XY plane // just so we have something in the XY plane
rlPushMatrix(); rlPushMatrix();
rlTranslatef(0, 25*50, 0); rlTranslatef(0, 25*50, 0);
@ -121,19 +121,19 @@ int main ()
// Draw a reference circle // Draw a reference circle
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON); DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
EndMode2D(); EndMode2D();
// Draw mouse reference // Draw mouse reference
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera) //Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
DrawCircleV(GetMousePosition(), 4, DARKGRAY); DrawCircleV(GetMousePosition(), 4, DARKGRAY);
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()), DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK); Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY); DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY); if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY); else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }

View file

@ -137,7 +137,7 @@ int main(void)
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f }; Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
DrawRectangleRec(playerRect, RED); DrawRectangleRec(playerRect, RED);
DrawCircleV(player.position, 5.0f, GOLD); DrawCircleV(player.position, 5.0f, GOLD);
EndMode2D(); EndMode2D();

View file

@ -4,7 +4,7 @@
* *
* Example complexity rating: [★★★★] 4/4 * Example complexity rating: [★★★★] 4/4
* *
* Addapted from the core_3d_camera_split_screen example: * Addapted from the core_3d_camera_split_screen example:
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c * https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
* *
* Example originally created with raylib 4.5, last time updated with raylib 4.5 * Example originally created with raylib 4.5, last time updated with raylib 4.5
@ -81,9 +81,9 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginTextureMode(screenCamera1); BeginTextureMode(screenCamera1);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode2D(camera1); BeginMode2D(camera1);
// Draw full scene with first camera // Draw full scene with first camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{ {
@ -106,17 +106,17 @@ int main(void)
DrawRectangleRec(player1, RED); DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE); DrawRectangleRec(player2, BLUE);
EndMode2D(); EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON); DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
EndTextureMode(); EndTextureMode();
BeginTextureMode(screenCamera2); BeginTextureMode(screenCamera2);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode2D(camera2); BeginMode2D(camera2);
// Draw full scene with second camera // Draw full scene with second camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{ {
@ -138,21 +138,21 @@ int main(void)
DrawRectangleRec(player1, RED); DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE); DrawRectangleRec(player2, BLUE);
EndMode2D(); EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE); DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
EndTextureMode(); EndTextureMode();
// Draw both views render textures to the screen side by side // Draw both views render textures to the screen side by side
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY); DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing(); EndDrawing();
} }

View file

@ -127,7 +127,7 @@ int main(void)
UpdateCameraPro(&camera, UpdateCameraPro(&camera,
(Vector3){ (Vector3){
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down 0.0f // Move up-down

View file

@ -51,7 +51,7 @@ int main(void)
// Build a flipped rectangle the size of the split view to use for drawing later // Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Grid data // Grid data
int count = 5; int count = 5;
float spacing = 4; float spacing = 4;
@ -98,9 +98,9 @@ int main(void)
// Draw Player1 view to the render texture // Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1); BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE); ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1); BeginMode3D(cameraPlayer1);
// Draw scene: grid of cube trees on a plane to make a "world" // Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -116,20 +116,20 @@ int main(void)
// Draw a cube at each player's position // Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED); DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D(); EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f)); DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON); DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
EndTextureMode(); EndTextureMode();
// Draw Player2 view to the render texture // Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2); BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE); ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2); BeginMode3D(cameraPlayer2);
// Draw scene: grid of cube trees on a plane to make a "world" // Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -145,21 +145,21 @@ int main(void)
// Draw a cube at each player's position // Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED); DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D(); EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f)); DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE); DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
EndTextureMode(); EndTextureMode();
// Draw both views render textures to the screen side by side // Draw both views render textures to the screen side by side
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY); DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing(); EndDrawing();
} }

View file

@ -54,7 +54,7 @@ int main(void)
player.position = (Vector2){ 400, 280 }; player.position = (Vector2){ 400, 280 };
player.speed = 0; player.speed = 0;
player.canJump = false; player.canJump = false;
// Define environment elements (platforms) // Define environment elements (platforms)
EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = { EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY }, {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
@ -70,13 +70,13 @@ int main(void)
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f; camera.rotation = 0.0f;
camera.zoom = 1.0f; camera.zoom = 1.0f;
// Automation events // Automation events
AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
SetAutomationEventList(&aelist); SetAutomationEventList(&aelist);
bool eventRecording = false; bool eventRecording = false;
bool eventPlaying = false; bool eventPlaying = false;
unsigned int frameCounter = 0; unsigned int frameCounter = 0;
unsigned int playFrameCounter = 0; unsigned int playFrameCounter = 0;
unsigned int currentPlayFrame = 0; unsigned int currentPlayFrame = 0;
@ -90,7 +90,7 @@ int main(void)
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
float deltaTime = 0.015f;//GetFrameTime(); float deltaTime = 0.015f;//GetFrameTime();
// Dropped files logic // Dropped files logic
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsFileDropped()) if (IsFileDropped())
@ -102,14 +102,14 @@ int main(void)
{ {
UnloadAutomationEventList(aelist); UnloadAutomationEventList(aelist);
aelist = LoadAutomationEventList(droppedFiles.paths[0]); aelist = LoadAutomationEventList(droppedFiles.paths[0]);
eventRecording = false; eventRecording = false;
// Reset scene state to play // Reset scene state to play
eventPlaying = true; eventPlaying = true;
playFrameCounter = 0; playFrameCounter = 0;
currentPlayFrame = 0; currentPlayFrame = 0;
player.position = (Vector2){ 400, 280 }; player.position = (Vector2){ 400, 280 };
player.speed = 0; player.speed = 0;
player.canJump = false; player.canJump = false;
@ -174,7 +174,7 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Events playing // Events playing
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value, // NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// that can be set by the played event... but some other inputs could be affected // that can be set by the played event... but some other inputs could be affected
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (eventPlaying) if (eventPlaying)
@ -228,7 +228,7 @@ int main(void)
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x; if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y; if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Events management // Events management
if (IsKeyPressed(KEY_S)) // Toggle events recording if (IsKeyPressed(KEY_S)) // Toggle events recording
{ {
@ -238,12 +238,12 @@ int main(void)
{ {
StopAutomationEventRecording(); StopAutomationEventRecording();
eventRecording = false; eventRecording = false;
ExportAutomationEventList(aelist, "automation.rae"); ExportAutomationEventList(aelist, "automation.rae");
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count); TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
} }
else else
{ {
SetAutomationEventBaseFrame(180); SetAutomationEventBaseFrame(180);
StartAutomationEventRecording(); StartAutomationEventRecording();
@ -293,7 +293,7 @@ int main(void)
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED); DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
EndMode2D(); EndMode2D();
// Draw game controls // Draw game controls
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f)); DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f)); DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
@ -323,7 +323,7 @@ int main(void)
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN); if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
} }
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -39,7 +39,7 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control"); InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
// Custom timming variables // Custom timming variables
@ -48,11 +48,11 @@ int main(void)
double updateDrawTime = 0.0; // Update + Draw time double updateDrawTime = 0.0; // Update + Draw time
double waitTime = 0.0; // Wait time (if target fps required) double waitTime = 0.0; // Wait time (if target fps required)
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time) float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
float timeCounter = 0.0f; // Accumulative time counter (seconds) float timeCounter = 0.0f; // Accumulative time counter (seconds)
float position = 0.0f; // Circle position float position = 0.0f; // Circle position
bool pause = false; // Pause control flag bool pause = false; // Pause control flag
int targetFPS = 60; // Our initial target fps int targetFPS = 60; // Our initial target fps
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -64,12 +64,12 @@ int main(void)
#ifndef PLATFORM_WEB // NOTE: On non web platforms the PollInputEvents just works before the inputs checks #ifndef PLATFORM_WEB // NOTE: On non web platforms the PollInputEvents just works before the inputs checks
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL) PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif #endif
if (IsKeyPressed(KEY_SPACE)) pause = !pause; if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (IsKeyPressed(KEY_UP)) targetFPS += 20; if (IsKeyPressed(KEY_UP)) targetFPS += 20;
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20; else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
if (targetFPS < 0) targetFPS = 0; if (targetFPS < 0) targetFPS = 0;
if (!pause) if (!pause)
@ -91,12 +91,12 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE); for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED); DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON); DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK); DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY); DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY); DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY); DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
@ -108,18 +108,18 @@ int main(void)
EndDrawing(); EndDrawing();
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL, // NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
// Events polling, screen buffer swap and frame time control must be managed by the user // Events polling, screen buffer swap and frame time control must be managed by the user
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer) SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
currentTime = GetTime(); currentTime = GetTime();
updateDrawTime = currentTime - previousTime; updateDrawTime = currentTime - previousTime;
if (targetFPS > 0) // We want a fixed frame rate if (targetFPS > 0) // We want a fixed frame rate
{ {
waitTime = (1.0f/(float)targetFPS) - updateDrawTime; waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
if (waitTime > 0.0) if (waitTime > 0.0)
{ {
WaitTime((float)waitTime); WaitTime((float)waitTime);
currentTime = GetTime(); currentTime = GetTime();

View file

@ -13,12 +13,10 @@
#include "raylib.h" #include "raylib.h"
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color) //------------------------------------------------------------------------------------
{ // Module functions declaration
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3); //------------------------------------------------------------------------------------
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 }; static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color);
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -31,10 +29,20 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE); SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi"); InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi");
SetWindowMinSize(450, 450); SetWindowMinSize(450, 450);
int logicalGridDescY = 120;
int logicalGridLabelY = logicalGridDescY + 30;
int logicalGridTop = logicalGridLabelY + 30;
int logicalGridBottom = logicalGridTop + 80;
int pixelGridTop = logicalGridBottom - 20;
int pixelGridBottom = pixelGridTop + 80;
int pixelGridLabelY = pixelGridBottom + 30;
int pixelGridDescY = pixelGridLabelY + 30;
int cellSize = 50;
float cellSizePx = (float)cellSize;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -44,67 +52,60 @@ int main(void)
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
int monitorCount = GetMonitorCount(); int monitorCount = GetMonitorCount();
if (monitorCount > 1 && IsKeyPressed(KEY_N)) {
SetWindowMonitor((GetCurrentMonitor() + 1) % monitorCount); if ((monitorCount > 1) && IsKeyPressed(KEY_N))
{
SetWindowMonitor((GetCurrentMonitor() + 1)%monitorCount);
} }
int currentMonitor = GetCurrentMonitor(); int currentMonitor = GetCurrentMonitor();
Vector2 dpiScale = GetWindowScaleDPI();
cellSizePx = ((float)cellSize)/dpiScale.x;
//----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
Vector2 dpiScale = GetWindowScaleDPI();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
int windowCenter = GetScreenWidth() / 2; int windowCenter = GetScreenWidth()/2;
DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY); DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 16, LIGHTGRAY); DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 20, LIGHTGRAY);
const int logicalGridDescY = 120;
const int logicalGridLabelY = logicalGridDescY + 30;
const int logicalGridTop = logicalGridLabelY + 30;
const int logicalGridBottom = logicalGridTop + 80;
const int pixelGridTop = logicalGridBottom - 20;
const int pixelGridBottom = pixelGridTop + 80;
const int pixelGridLabelY = pixelGridBottom + 30;
const int pixelGridDescY = pixelGridLabelY + 30;
const int cellSize = 50;
const float cellSizePx = ((float)cellSize) / dpiScale.x;
DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE); DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
bool odd = true; bool odd = true;
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd) { for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
if (odd) { {
DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE); if (odd) DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
}
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 12, LIGHTGRAY); DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 10, LIGHTGRAY);
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY); DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
} }
odd = true; odd = true;
const int minTextSpace = 30; const int minTextSpace = 30;
int last_text_x = -minTextSpace; int lastTextX = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) { for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
int x = (int)(((float)i) / dpiScale.x); {
if (odd) { int x = (int)(((float)i)/dpiScale.x);
DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 }); if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
}
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY); DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
if (x - last_text_x >= minTextSpace) {
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY); if ((x - lastTextX) >= minTextSpace)
last_text_x = x; {
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 10, LIGHTGRAY);
lastTextX = x;
} }
} }
DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE); DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
{ const char *text = "Can you see this?";
const char *text = "Can you see this?"; Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
Vector2 size = MeasureTextEx(GetFontDefault(), text, 16, 3); Vector2 pos = (Vector2){ GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5 };
Vector2 pos = (Vector2){GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5}; DrawTextEx(GetFontDefault(), text, pos, 20, 3, LIGHTGRAY);
DrawTextEx(GetFontDefault(), text, pos, 16, 3, LIGHTGRAY);
}
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -117,3 +118,13 @@ int main(void)
return 0; return 0;
} }
//------------------------------------------------------------------------------------
// Module functions definition
//------------------------------------------------------------------------------------
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
{
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = (Vector2){ x - size.x/2, y - size.y/2 };
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}

View file

@ -52,7 +52,7 @@ int main(void)
isCursorHidden = 0; isCursorHidden = 0;
} }
} }
ballPosition = GetMousePosition(); ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;

View file

@ -54,7 +54,7 @@ int main(void)
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
for (int i = 0; i < tCount; ++i) for (int i = 0; i < tCount; ++i)
{ {
// Make sure point is not (0, 0) as this means there is no touch for it // Make sure point is not (0, 0) as this means there is no touch for it

View file

@ -7,7 +7,7 @@
* Example originally created with raylib 5.0, last time updated with raylib 5.0 * Example originally created with raylib 5.0, last time updated with raylib 5.0
* *
* Example create by GreenSnakeLinux (@GreenSnakeLinux), * Example create by GreenSnakeLinux (@GreenSnakeLinux),
* lighter by oblerion (@oblerion) and * lighter by oblerion (@oblerion) and
* reviewed by Ramon Santamaria (@raysan5) and * reviewed by Ramon Santamaria (@raysan5) and
* improved by danilwhale (@danilwhale) * improved by danilwhale (@danilwhale)
* *

View file

@ -4,7 +4,7 @@
* *
* Example complexity rating: [★★★☆] 3/4 * Example complexity rating: [★★★☆] 3/4
* *
* NOTE: This example requires linking with pthreads library on MinGW, * NOTE: This example requires linking with pthreads library on MinGW,
* it can be accomplished passing -static parameter to compiler * it can be accomplished passing -static parameter to compiler
* *
* Example originally created with raylib 2.5, last time updated with raylib 3.0 * Example originally created with raylib 2.5, last time updated with raylib 3.0

View file

@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [core] example - Generates a random sequence * raylib [core] example - generate random sequence
* *
* Example complexity rating: [★☆☆☆] 1/4 * Example complexity rating: [★☆☆☆] 1/4
* *
@ -43,7 +43,7 @@ int main(void)
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence"); InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random sequence");
int rectCount = 20; int rectCount = 20;
float rectSize = (float)screenWidth/rectCount; float rectSize = (float)screenWidth/rectCount;
@ -118,8 +118,8 @@ int main(void)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
static Color GenerateRandomColor() static Color GenerateRandomColor()
{ {
Color color = { Color color = {
GetRandomValue(0, 255), GetRandomValue(0, 255),
GetRandomValue(0, 255), GetRandomValue(0, 255),
GetRandomValue(0, 255), GetRandomValue(0, 255),
255 255
@ -138,20 +138,20 @@ static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWid
for (int i = 0; i < rectCount; i++) for (int i = 0; i < rectCount; i++)
{ {
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight); int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
rectangles[i].c = GenerateRandomColor(); rectangles[i].c = GenerateRandomColor();
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight }; rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
} }
UnloadRandomSequence(seq); UnloadRandomSequence(seq);
return rectangles; return rectangles;
} }
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount) static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
{ {
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1); int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
for (int i1 = 0; i1 < rectCount; i1++) for (int i1 = 0; i1 < rectCount; i1++)
{ {
ColorRect *r1 = &rectangles[i1]; ColorRect *r1 = &rectangles[i1];
@ -166,16 +166,16 @@ static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
r2->r.height = tmp.r.height; r2->r.height = tmp.r.height;
r2->r.y = tmp.r.y; r2->r.y = tmp.r.y;
} }
UnloadRandomSequence(seq); UnloadRandomSequence(seq);
} }
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color) static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
{ {
int spaceSize = MeasureText(" ", fontSize); int spaceSize = MeasureText(" ", fontSize);
int pressSize = MeasureText("Press", fontSize); int pressSize = MeasureText("Press", fontSize);
int keySize = MeasureText(key, fontSize); int keySize = MeasureText(key, fontSize);
int textSize = MeasureText(text, fontSize); int textSize = MeasureText(text, fontSize);
int textSizeCurrent = 0; int textSizeCurrent = 0;
DrawText("Press", posX, posY, fontSize, color); DrawText("Press", posX, posY, fontSize, color);

View file

@ -30,9 +30,9 @@ int main(void)
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)" // SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included) int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
unsigned int framesCounter = 0; // Variable used to count frames unsigned int framesCounter = 0; // Variable used to count frames
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

@ -5,7 +5,7 @@
* Example complexity rating: [★★★☆] 3/4 * Example complexity rating: [★★★☆] 3/4
* *
* Example originally created with raylib 3.7, last time updated with raylib 4.0 * Example originally created with raylib 3.7, last time updated with raylib 4.0
* *
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and * Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5) * reviewed by Ramon Santamaria (@raysan5)
* *

View file

@ -127,7 +127,7 @@ int main(void)
EndMode3D(); EndMode3D();
EndVrStereoMode(); EndVrStereoMode();
EndTextureMode(); EndTextureMode();
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginShaderMode(distortion); BeginShaderMode(distortion);

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