diff options
Diffstat (limited to 'raylib/examples')
58 files changed, 2817 insertions, 1351 deletions
diff --git a/raylib/examples/Makefile b/raylib/examples/Makefile index 6031f05..5cd8e6b 100644 --- a/raylib/examples/Makefile +++ b/raylib/examples/Makefile @@ -1,6 +1,25 @@ #************************************************************************************************** # -# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 +# raylib makefile for multiple platforms +# +# This file supports building raylib examples for the following platforms: +# +# > PLATFORM_DESKTOP (GLFW backend): +# - Windows (Win32, Win64) +# - Linux (X11/Wayland desktop mode) +# - macOS/OSX (x64, arm64) +# - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) +# > PLATFORM_DESKTOP_SDL (SDL backend): +# - Windows (Win32, Win64) +# - Linux (X11/Wayland desktop mode) +# - Others (not tested) +# > PLATFORM_WEB: +# - HTML5 (WebAssembly) +# > PLATFORM_DRM: +# - Raspberry Pi 0-5 (DRM/KMS) +# - Linux DRM subsystem (KMS mode) +# > PLATFORM_ANDROID: +# - Android (ARM, ARM64) # # Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) # @@ -25,14 +44,17 @@ # Define required environment variables #------------------------------------------------------------------------------------------------ -# Define target platform: PLATFORM_DESKTOP, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB +# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB PLATFORM ?= PLATFORM_DESKTOP # Define required raylib variables PROJECT_NAME ?= raylib_examples -RAYLIB_VERSION ?= 4.5.0 +RAYLIB_VERSION ?= 5.0.0 RAYLIB_PATH ?= .. +# Define raylib source code path +RAYLIB_SRC_PATH ?= ../src + # Locations of raylib.h and libraylib.a/libraylib.so # NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD RAYLIB_INCLUDE_PATH ?= /usr/local/include @@ -47,6 +69,11 @@ BUILD_MODE ?= RELEASE # Use external GLFW library instead of rglfw module USE_EXTERNAL_GLFW ?= FALSE +# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally +# WARNING: Library is not included in raylib, it MUST be configured by users +SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2-2.28.4/include +SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2-2.28.4/lib/x64 + # Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system) # NOTE: This variable is only used for PLATFORM_OS: LINUX USE_WAYLAND_DISPLAY ?= FALSE @@ -58,8 +85,8 @@ BUILD_WEB_HEAP_SIZE ?= 134217728 BUILD_WEB_RESOURCES ?= TRUE BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources -# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected -ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB)) +# Determine PLATFORM_OS when required +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB)) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! # ifeq ($(UNAME),Msys) -> Windows ifeq ($(OS),Windows_NT) @@ -156,7 +183,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) MAKE = mingw32-make endif ifeq ($(PLATFORM),PLATFORM_WEB) - MAKE = mingw32-make + MAKE = emmake make endif # Define compiler flags: CFLAGS @@ -224,6 +251,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) endif endif +ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) + INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH) +endif ifeq ($(PLATFORM),PLATFORM_DRM) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) INCLUDE_PATHS += -I/usr/include/libdrm @@ -254,6 +284,17 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH) endif endif +ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) + ifeq ($(PLATFORM_OS),WINDOWS) + # NOTE: The resource .rc file contains windows executable icon and properties + LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data + # -Wl,--subsystem,windows hides the console window + ifeq ($(BUILD_MODE), RELEASE) + LDFLAGS += -Wl,--subsystem,windows + endif + endif + LDFLAGS += -L$(SDL_LIBRARY_PATH) +endif ifeq ($(PLATFORM),PLATFORM_WEB) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 @@ -346,6 +387,34 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDLIBS += -lglfw endif endif +ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32 + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS = -lraylib -lSDL2 -lSDL2main -lGL -lm -lpthread -ldl -lrt + + # On X11 requires also below libraries + LDLIBS += -lX11 + # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them + #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + + # On Wayland windowing system, additional libraries requires + ifeq ($(USE_WAYLAND_DISPLAY),TRUE) + LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon + endif + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + + # NOTE: On ARM 32bit arch, miniaudio requires atomics library + LDLIBS += -latomic + endif +endif ifeq ($(PLATFORM),PLATFORM_DRM) # Libraries for DRM compiling # NOTE: Required packages: libasound2-dev (ALSA) @@ -359,97 +428,99 @@ endif # Define source code object files required #------------------------------------------------------------------------------------------------ CORE = \ - core/core_basic_window \ - core/core_basic_screen_manager \ - core/core_input_keys \ - core/core_input_mouse \ - core/core_input_mouse_wheel \ - core/core_input_gamepad \ - core/core_input_gamepad_info \ - core/core_input_multitouch \ - core/core_input_gestures \ - core/core_input_gestures_web \ core/core_2d_camera \ - core/core_2d_camera_platformer \ core/core_2d_camera_mouse_zoom \ + core/core_2d_camera_platformer \ core/core_2d_camera_split_screen \ - core/core_3d_camera_mode \ - core/core_3d_camera_free \ core/core_3d_camera_first_person \ + core/core_3d_camera_free \ + core/core_3d_camera_mode \ core/core_3d_camera_split_screen \ core/core_3d_picking \ - core/core_world_screen \ + core/core_automation_events \ + core/core_basic_screen_manager \ + core/core_basic_window \ + core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ + core/core_input_gamepad \ + core/core_input_gamepad_info \ + core/core_input_gestures \ + core/core_input_gestures_web \ + core/core_input_keys \ + core/core_input_mouse \ + core/core_input_mouse_wheel \ + core/core_input_multitouch \ + core/core_loading_thread \ core/core_random_values \ core/core_scissor_test \ + core/core_smooth_pixelperfect \ core/core_storage_values \ core/core_vr_simulator \ - core/core_loading_thread \ core/core_window_flags \ core/core_window_letterbox \ core/core_window_should_close \ - core/core_smooth_pixelperfect \ - core/core_custom_frame_control + core/core_world_screen SHAPES = \ shapes/shapes_basic_shapes \ shapes/shapes_bouncing_ball \ - shapes/shapes_colors_palette \ - shapes/shapes_logo_raylib \ - shapes/shapes_logo_raylib_anim \ - shapes/shapes_rectangle_scaling \ - shapes/shapes_lines_bezier \ shapes/shapes_collision_area \ - shapes/shapes_following_eyes \ + shapes/shapes_colors_palette \ + shapes/shapes_draw_circle_sector \ + shapes/shapes_draw_rectangle_rounded \ + shapes/shapes_draw_ring \ shapes/shapes_easings_ball_anim \ shapes/shapes_easings_box_anim \ shapes/shapes_easings_rectangle_array \ - shapes/shapes_draw_ring \ - shapes/shapes_draw_circle_sector \ - shapes/shapes_draw_rectangle_rounded \ + shapes/shapes_following_eyes \ + shapes/shapes_lines_bezier \ + shapes/shapes_logo_raylib \ + shapes/shapes_logo_raylib_anim \ + shapes/shapes_rectangle_scaling \ + shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights TEXTURES = \ - textures/textures_logo_raylib \ - textures/textures_mouse_painting \ - textures/textures_srcrec_dstrec \ + textures/textures_background_scrolling \ + textures/textures_blend_modes \ + textures/textures_bunnymark \ + textures/textures_draw_tiled \ + textures/textures_fog_of_war \ + textures/textures_gif_player \ textures/textures_image_drawing \ textures/textures_image_generation \ textures/textures_image_loading \ textures/textures_image_processing \ textures/textures_image_rotate \ textures/textures_image_text \ - textures/textures_to_image \ - textures/textures_raw_data \ - textures/textures_particles_blending \ + textures/textures_logo_raylib \ + textures/textures_mouse_painting \ textures/textures_npatch_drawing \ - textures/textures_background_scrolling \ + textures/textures_particles_blending \ + textures/textures_polygon \ + textures/textures_raw_data \ textures/textures_sprite_anim \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ + textures/textures_srcrec_dstrec \ + textures/textures_svg_loading \ textures/textures_textured_curve \ - textures/textures_bunnymark \ - textures/textures_blend_modes \ - textures/textures_draw_tiled \ - textures/textures_polygon \ - textures/textures_gif_player \ - textures/textures_fog_of_war \ - textures/textures_svg_loading + textures/textures_to_image TEXT = \ - text/text_raylib_fonts \ - text/text_font_spritefont \ - text/text_font_loading \ + text/text_codepoints_loading \ + text/text_draw_3d \ text/text_font_filters \ + text/text_font_loading \ text/text_font_sdf \ + text/text_font_spritefont \ text/text_format_text \ text/text_input_box \ - text/text_writing_anim \ + text/text_raylib_fonts \ text/text_rectangle_bounds \ text/text_unicode \ - text/text_draw_3d \ - text/text_codepoints_loading + text/text_writing_anim MODELS = \ models/models_animation \ @@ -459,50 +530,52 @@ MODELS = \ models/models_draw_cube_texture \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_mesh_generation \ - models/models_mesh_picking \ + models/models_heightmap \ models/models_loading \ - models/models_loading_vox \ models/models_loading_gltf \ models/models_loading_m3d \ + models/models_loading_vox \ + models/models_mesh_generation \ + models/models_mesh_picking \ models/models_orthographic_projection \ models/models_rlgl_solar_system \ models/models_skybox \ - models/models_yaw_pitch_roll \ - models/models_heightmap \ - models/models_waving_cubes + models/models_waving_cubes \ + models/models_yaw_pitch_roll SHADERS = \ - shaders/shaders_model_shader \ - shaders/shaders_shapes_textures \ + shaders/shaders_basic_lighting \ shaders/shaders_custom_uniform \ - shaders/shaders_postprocessing \ - shaders/shaders_palette_switch \ - shaders/shaders_raymarching \ - shaders/shaders_texture_drawing \ - shaders/shaders_texture_waves \ - shaders/shaders_texture_outline \ - shaders/shaders_julia_set \ + shaders/shaders_deferred_render \ shaders/shaders_eratosthenes \ - shaders/shaders_basic_lighting \ shaders/shaders_fog \ - shaders/shaders_simple_mask \ - shaders/shaders_spotlight \ shaders/shaders_hot_reloading \ + shaders/shaders_hybrid_render \ + shaders/shaders_julia_set \ shaders/shaders_lightmap \ shaders/shaders_mesh_instancing \ + shaders/shaders_model_shader \ shaders/shaders_multi_sample2d \ - shaders/shaders_write_depth \ - shaders/shaders_hybrid_render + shaders/shaders_palette_switch \ + shaders/shaders_postprocessing \ + shaders/shaders_raymarching \ + shaders/shaders_shapes_textures \ + shaders/shaders_simple_mask \ + shaders/shaders_spotlight \ + shaders/shaders_texture_drawing \ + shaders/shaders_texture_outline \ + shaders/shaders_texture_tiling \ + shaders/shaders_texture_waves \ + shaders/shaders_write_depth AUDIO = \ + audio/audio_mixed_processor \ audio/audio_module_playing \ audio/audio_music_stream \ audio/audio_raw_stream \ audio/audio_sound_loading \ audio/audio_sound_multi \ - audio/audio_stream_effects \ - audio/audio_mixed_processor + audio/audio_stream_effects OTHERS = \ others/easings_testbed \ @@ -533,6 +606,8 @@ others: $(OTHERS) %: %.c ifeq ($(PLATFORM),PLATFORM_ANDROID) $(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$< +else ifeq ($(PLATFORM),PLATFORM_WEB) + $(MAKE) -f Makefile.Web $@ else $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) endif diff --git a/raylib/examples/Makefile.Web b/raylib/examples/Makefile.Web index 267e023..e8a7266 100644 --- a/raylib/examples/Makefile.Web +++ b/raylib/examples/Makefile.Web @@ -30,7 +30,7 @@ PLATFORM ?= PLATFORM_WEB # Define required raylib variables PROJECT_NAME ?= raylib_examples -RAYLIB_VERSION ?= 4.5.0 +RAYLIB_VERSION ?= 5.0.0 RAYLIB_PATH ?= .. # Locations of raylib.h and libraylib.a/libraylib.so @@ -138,7 +138,7 @@ endif # Define default make program: MAKE #------------------------------------------------------------------------------------------------ -MAKE ?= make +MAKE ?= emmake make ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) @@ -149,7 +149,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) MAKE = mingw32-make endif ifeq ($(PLATFORM),PLATFORM_WEB) - MAKE = mingw32-make + MAKE = emmake make endif # Define compiler flags: CFLAGS @@ -334,95 +334,99 @@ endif # Define source code object files required #------------------------------------------------------------------------------------------------ CORE = \ - core/core_basic_window \ - core/core_basic_screen_manager \ - core/core_input_keys \ - core/core_input_mouse \ - core/core_input_mouse_wheel \ - core/core_input_gamepad \ - core/core_input_multitouch \ - core/core_input_gestures \ - core/core_input_gestures_web \ core/core_2d_camera \ - core/core_2d_camera_platformer \ core/core_2d_camera_mouse_zoom \ + core/core_2d_camera_platformer \ core/core_2d_camera_split_screen \ - core/core_3d_camera_mode \ - core/core_3d_camera_free \ core/core_3d_camera_first_person \ + core/core_3d_camera_free \ + core/core_3d_camera_mode \ core/core_3d_camera_split_screen \ core/core_3d_picking \ - core/core_world_screen \ + core/core_automation_events \ + core/core_basic_screen_manager \ + core/core_basic_window \ + core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ + core/core_input_gamepad \ + core/core_input_gamepad_info \ + core/core_input_gestures \ + core/core_input_gestures_web \ + core/core_input_keys \ + core/core_input_mouse \ + core/core_input_mouse_wheel \ + core/core_input_multitouch \ + core/core_loading_thread \ core/core_random_values \ core/core_scissor_test \ + core/core_smooth_pixelperfect \ core/core_storage_values \ core/core_vr_simulator \ core/core_window_flags \ core/core_window_letterbox \ core/core_window_should_close \ - core/core_smooth_pixelperfect \ - core/core_custom_frame_control \ - core/core_loading_thread + core/core_world_screen SHAPES = \ shapes/shapes_basic_shapes \ shapes/shapes_bouncing_ball \ - shapes/shapes_colors_palette \ - shapes/shapes_logo_raylib \ - shapes/shapes_logo_raylib_anim \ - shapes/shapes_rectangle_scaling \ - shapes/shapes_lines_bezier \ shapes/shapes_collision_area \ - shapes/shapes_following_eyes \ + shapes/shapes_colors_palette \ + shapes/shapes_draw_circle_sector \ + shapes/shapes_draw_rectangle_rounded \ + shapes/shapes_draw_ring \ shapes/shapes_easings_ball_anim \ shapes/shapes_easings_box_anim \ shapes/shapes_easings_rectangle_array \ - shapes/shapes_draw_ring \ - shapes/shapes_draw_circle_sector \ - shapes/shapes_draw_rectangle_rounded \ + shapes/shapes_following_eyes \ + shapes/shapes_lines_bezier \ + shapes/shapes_logo_raylib \ + shapes/shapes_logo_raylib_anim \ + shapes/shapes_rectangle_scaling \ + shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights TEXTURES = \ - textures/textures_logo_raylib \ - textures/textures_mouse_painting \ - textures/textures_srcrec_dstrec \ + textures/textures_background_scrolling \ + textures/textures_blend_modes \ + textures/textures_bunnymark \ + textures/textures_draw_tiled \ + textures/textures_fog_of_war \ + textures/textures_gif_player \ textures/textures_image_drawing \ textures/textures_image_generation \ textures/textures_image_loading \ textures/textures_image_processing \ + textures/textures_image_rotate \ textures/textures_image_text \ - textures/textures_to_image \ - textures/textures_raw_data \ - textures/textures_particles_blending \ + textures/textures_logo_raylib \ + textures/textures_mouse_painting \ textures/textures_npatch_drawing \ - textures/textures_background_scrolling \ + textures/textures_particles_blending \ + textures/textures_polygon \ + textures/textures_raw_data \ textures/textures_sprite_anim \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ + textures/textures_srcrec_dstrec \ + textures/textures_svg_loading \ textures/textures_textured_curve \ - textures/textures_bunnymark \ - textures/textures_blend_modes \ - textures/textures_draw_tiled \ - textures/textures_polygon \ - textures/textures_gif_player \ - textures/textures_fog_of_war \ - textures/textures_svg_loading + textures/textures_to_image TEXT = \ - text/text_raylib_fonts \ - text/text_font_spritefont \ - text/text_font_loading \ + text/text_codepoints_loading \ + text/text_draw_3d \ text/text_font_filters \ + text/text_font_loading \ text/text_font_sdf \ + text/text_font_spritefont \ text/text_format_text \ text/text_input_box \ - text/text_writing_anim \ + text/text_raylib_fonts \ text/text_rectangle_bounds \ text/text_unicode \ - text/text_draw_3d \ - text/text_codepoints_loading + text/text_writing_anim MODELS = \ models/models_animation \ @@ -432,49 +436,60 @@ MODELS = \ models/models_draw_cube_texture \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_mesh_generation \ - models/models_mesh_picking \ + models/models_heightmap \ models/models_loading \ - models/models_loading_vox \ models/models_loading_gltf \ models/models_loading_m3d \ + models/models_loading_vox \ + models/models_mesh_generation \ + models/models_mesh_picking \ models/models_orthographic_projection \ models/models_rlgl_solar_system \ models/models_skybox \ - models/models_yaw_pitch_roll \ - models/models_heightmap \ - models/models_waving_cubes + models/models_waving_cubes \ + models/models_yaw_pitch_roll SHADERS = \ - shaders/shaders_model_shader \ - shaders/shaders_shapes_textures \ + shaders/shaders_basic_lighting \ shaders/shaders_custom_uniform \ - shaders/shaders_postprocessing \ - shaders/shaders_palette_switch \ - shaders/shaders_raymarching \ - shaders/shaders_texture_drawing \ - shaders/shaders_texture_waves \ - shaders/shaders_texture_outline \ - shaders/shaders_julia_set \ + shaders/shaders_deferred_render \ shaders/shaders_eratosthenes \ - shaders/shaders_basic_lighting \ shaders/shaders_fog \ - shaders/shaders_simple_mask \ - shaders/shaders_spotlight \ shaders/shaders_hot_reloading \ + shaders/shaders_hybrid_render \ + shaders/shaders_julia_set \ shaders/shaders_lightmap \ shaders/shaders_mesh_instancing \ + shaders/shaders_model_shader \ shaders/shaders_multi_sample2d \ - shaders/shaders_write_depth \ - shaders/shaders_hybrid_render + shaders/shaders_palette_switch \ + shaders/shaders_postprocessing \ + shaders/shaders_raymarching \ + shaders/shaders_shapes_textures \ + shaders/shaders_simple_mask \ + shaders/shaders_spotlight \ + shaders/shaders_texture_drawing \ + shaders/shaders_texture_outline \ + shaders/shaders_texture_tiling \ + shaders/shaders_texture_waves \ + shaders/shaders_write_depth AUDIO = \ + audio/audio_mixed_processor \ audio/audio_module_playing \ audio/audio_music_stream \ audio/audio_raw_stream \ audio/audio_sound_loading \ - audio/audio_stream_effects \ - audio/audio_mixed_processor + audio/audio_sound_multi \ + audio/audio_stream_effects + +OTHERS = \ + others/easings_testbed \ + others/embedded_files_loading \ + others/raylib_opengl_interop \ + others/raymath_vector_angle \ + others/rlgl_compute_shader \ + others/rlgl_standalone CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST)) @@ -492,73 +507,83 @@ shaders: $(SHADERS) audio: $(AUDIO) # Compile CORE examples -core/core_basic_window: core/core_basic_window.c +core/core_2d_camera: core/core_2d_camera.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_basic_screen_manager: core/core_basic_screen_manager.c +core/core_2d_camera_mouse_zoom: core/core_2d_camera_mouse_zoom.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_keys: core/core_input_keys.c +core/core_2d_camera_platformer: core/core_2d_camera_platformer.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_mouse: core/core_input_mouse.c +core/core_2d_camera_split_screen: core/core_2d_camera_split_screen.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_mouse_wheel: core/core_input_mouse_wheel.c +core/core_3d_camera_first_person: core/core_3d_camera_first_person.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_gamepad: core/core_input_gamepad.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file core/resources/ps3.png@resources/ps3.png \ - --preload-file core/resources/xbox.png@resources/xbox.png - -core/core_input_multitouch: core/core_input_multitouch.c +core/core_3d_camera_free: core/core_3d_camera_free.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_gestures: core/core_input_gestures.c +core/core_3d_camera_mode: core/core_3d_camera_mode.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_input_gestures_web: core/core_input_gestures_web.c +core/core_3d_camera_split_screen: core/core_3d_camera_split_screen.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_2d_camera: core/core_2d_camera.c +core/core_3d_picking: core/core_3d_picking.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -core/core_2d_camera_platformer: core/core_2d_camera_platformer.c + +core/core_automation_events : core/core_automation_events.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +core/core_basic_window: core/core_basic_window.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_2d_camera_mouse_zoom: core/core_2d_camera_mouse_zoom.c +core/core_basic_screen_manager: core/core_basic_screen_manager.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -core/core_2d_camera_split_screen: core/core_2d_camera_split_screen.c + +core/core_custom_frame_control: core/core_custom_frame_control.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_3d_camera_mode: core/core_3d_camera_mode.c +core/core_custom_logging: core/core_custom_logging.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_3d_camera_free: core/core_3d_camera_free.c +core/core_drop_files: core/core_drop_files.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 + +core/core_input_gamepad: core/core_input_gamepad.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file core/resources/ps3.png@resources/ps3.png \ + --preload-file core/resources/xbox.png@resources/xbox.png + +core/core_input_gamepad_info: core/core_input_gamepad_info.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_3d_camera_first_person: core/core_3d_camera_first_person.c +core/core_input_gestures: core/core_input_gestures.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -core/core_3d_camera_split_screen: core/core_3d_camera_split_screen.c + +core/core_input_gestures_web: core/core_input_gestures_web.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_3d_picking: core/core_3d_picking.c +core/core_input_keys: core/core_input_keys.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_world_screen: core/core_world_screen.c +core/core_input_mouse: core/core_input_mouse.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_custom_logging: core/core_custom_logging.c +core/core_input_mouse_wheel: core/core_input_mouse_wheel.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_window_letterbox: core/core_window_letterbox.c +core/core_input_multitouch: core/core_input_multitouch.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_drop_files: core/core_drop_files.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 +# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1) +# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021) +# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any) +# in its source were transformed to non-atomic operations and non-thread-local data +core/core_loading_thread: core/core_loading_thread.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1 core/core_random_values: core/core_random_values.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -566,6 +591,9 @@ core/core_random_values: core/core_random_values.c core/core_scissor_test: core/core_scissor_test.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + core/core_storage_values: core/core_storage_values.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 @@ -576,21 +604,14 @@ core/core_vr_simulator: core/core_vr_simulator.c core/core_window_flags: core/core_window_flags.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -core/core_custom_frame_control: core/core_custom_frame_control.c +core/core_window_letterbox: core/core_window_letterbox.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) core/core_window_should_close: core/core_window_should_close.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1) -# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021) -# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any) -# in its source were transformed to non-atomic operations and non-thread-local data -core/core_loading_thread: core/core_loading_thread.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1 +core/core_world_screen: core/core_world_screen.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) # Compile SHAPES examples @@ -600,67 +621,78 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_colors_palette: shapes/shapes_colors_palette.c +shapes/shapes_collision_area: shapes/shapes_collision_area.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c +shapes/shapes_colors_palette: shapes/shapes_colors_palette.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c +shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c +shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +shapes/shapes_draw_ring: shapes/shapes_draw_ring.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c +shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_collision_area: shapes/shapes_collision_area.c +shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_following_eyes: shapes/shapes_following_eyes.c +shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c +shapes/shapes_following_eyes: shapes/shapes_following_eyes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c +shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c +shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_ring: shapes/shapes_draw_ring.c +shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c +shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c +shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + # Compile TEXTURES examples -textures/textures_logo_raylib: textures/textures_logo_raylib.c +textures/textures_background_scrolling: textures/textures_background_scrolling.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png + --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \ + --preload-file textures/resources/cyberpunk_street_midground.png@resources/cyberpunk_street_midground.png \ + --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png -textures/textures_mouse_painting: textures/textures_mouse_painting.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +textures/textures_blend_modes: textures/textures_blend_modes.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \ + --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png -textures/textures_sprite_anim: textures/textures_sprite_anim.c +textures/textures_bunnymark: textures/textures_bunnymark.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/scarfy.png@resources/scarfy.png + --preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png -textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c +textures/textures_draw_tiled: textures/textures_draw_tiled.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/scarfy.png@resources/scarfy.png + --preload-file textures/resources/patterns.png@resources/patterns.png -textures/textures_image_loading: textures/textures_image_loading.c +textures/textures_fog_of_war: textures/textures_fog_of_war.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +textures/textures_gif_player: textures/textures_gif_player.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png + --preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif textures/textures_image_drawing: textures/textures_image_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ @@ -671,36 +703,49 @@ textures/textures_image_drawing: textures/textures_image_drawing.c textures/textures_image_generation: textures/textures_image_generation.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 +textures/textures_image_loading: textures/textures_image_loading.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png + textures/textures_image_processing: textures/textures_image_processing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/parrots.png@resources/parrots.png +textures/textures_image_rotate: textures/textures_image_rotate.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file textures/resources/raylib_logo.png + textures/textures_image_text: textures/textures_image_text.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file textures/resources/parrots.png@resources/parrots.png \ --preload-file textures/resources/KAISG.ttf@resources/KAISG.ttf -textures/textures_to_image: textures/textures_to_image.c +textures/textures_logo_raylib: textures/textures_logo_raylib.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png -textures/textures_raw_data: textures/textures_raw_data.c +textures/textures_mouse_painting: textures/textures_mouse_painting.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +textures/textures_npatch_drawing: textures/textures_npatch_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw + --preload-file textures/resources/ninepatch_button.png@resources/ninepatch_button.png textures/textures_particles_blending: textures/textures_particles_blending.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/spark_flame.png@resources/spark_flame.png -textures/textures_npatch_drawing: textures/textures_npatch_drawing.c +textures/textures_polygon: textures/textures_polygon.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/ninepatch_button.png@resources/ninepatch_button.png + --preload-file textures/resources/cat.png@resources/cat.png -textures/textures_background_scrolling: textures/textures_background_scrolling.c +textures/textures_raw_data: textures/textures_raw_data.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \ - --preload-file textures/resources/cyberpunk_street_midground.png@resources/cyberpunk_street_midground.png \ - --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png + --preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw + +textures/textures_sprite_anim: textures/textures_sprite_anim.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file textures/resources/scarfy.png@resources/scarfy.png textures/textures_sprite_button: textures/textures_sprite_button.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ @@ -712,51 +757,35 @@ textures/textures_sprite_explosion: textures/textures_sprite_explosion.c --preload-file textures/resources/explosion.png@resources/explosion.png \ --preload-file textures/resources/boom.wav@resources/boom.wav -textures/textures_textured_curve: textures/textures_textured_curve.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/road.png@resources/road.png - -textures/textures_bunnymark: textures/textures_bunnymark.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png - -textures/textures_blend_modes: textures/textures_blend_modes.c +textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \ - --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png + --preload-file textures/resources/scarfy.png@resources/scarfy.png -textures/textures_draw_tiled: textures/textures_draw_tiled.c +textures/textures_svg_loading: textures/textures_svg_loading.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/patterns.png@resources/patterns.png + --preload-file textures/resources/test.svg -textures/textures_polygon: textures/textures_polygon.c +textures/textures_textured_curve: textures/textures_textured_curve.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/cat.png@resources/cat.png + --preload-file textures/resources/road.png@resources/road.png -textures/textures_gif_player: textures/textures_gif_player.c +textures/textures_to_image: textures/textures_to_image.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif + --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png -textures/textures_fog_of_war: textures/textures_fog_of_war.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) # Compile TEXT examples -text/text_raylib_fonts: text/text_raylib_fonts.c +text/text_codepoints_loading: text/text_codepoints_loading.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \ - --preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \ - --preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \ - --preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \ - --preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \ - --preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \ - --preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \ - --preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png - -text/text_font_spritefont: text/text_font_spritefont.c + --preload-file text/resources/DotGothic16-Regular.ttf@resources/DotGothic16-Regular.ttf + +text/text_draw_3d: text/text_draw_3d.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file text/resources/custom_mecha.png@resources/custom_mecha.png \ - --preload-file text/resources/custom_alagard.png@resources/custom_alagard.png \ - --preload-file text/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png + --preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs + +text/text_font_filters: text/text_font_filters.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ + --preload-file text/resources/KAISG.ttf@resources/KAISG.ttf text/text_font_loading: text/text_font_loading.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ @@ -764,23 +793,33 @@ text/text_font_loading: text/text_font_loading.c --preload-file text/resources/pixantiqua.png@resources/pixantiqua.png \ --preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf -text/text_font_filters: text/text_font_filters.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ - --preload-file text/resources/KAISG.ttf@resources/KAISG.ttf - text/text_font_sdf: text/text_font_sdf.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file text/resources/anonymous_pro_bold.ttf@resources/anonymous_pro_bold.ttf \ --preload-file text/resources/shaders/glsl100/sdf.fs@resources/shaders/glsl100/sdf.fs +text/text_font_spritefont: text/text_font_spritefont.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file text/resources/custom_mecha.png@resources/custom_mecha.png \ + --preload-file text/resources/custom_alagard.png@resources/custom_alagard.png \ + --preload-file text/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png + text/text_format_text: text/text_format_text.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) text/text_input_box: text/text_input_box.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -text/text_writing_anim: text/text_writing_anim.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +text/text_raylib_fonts: text/text_raylib_fonts.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \ + --preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \ + --preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \ + --preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \ + --preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \ + --preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \ + --preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \ + --preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png text/text_rectangle_bounds: text/text_rectangle_bounds.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -794,13 +833,9 @@ text/text_unicode: text/text_unicode.c --preload-file text/resources/symbola.fnt@resources/symbola.fnt \ --preload-file text/resources/symbola.png@resources/symbola.png -text/text_draw_3d: text/text_draw_3d.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs +text/text_writing_anim: text/text_writing_anim.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -text/text_codepoints_loading: text/text_codepoints_loading.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file text/resources/DotGothic16-Regular.ttf@resources/DotGothic16-Regular.ttf # Compile MODELS examples models/models_animation: models/models_animation.c @@ -832,26 +867,16 @@ models/models_first_person_maze: models/models_first_person_maze.c models/models_geometric_shapes: models/models_geometric_shapes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -models/models_mesh_generation: models/models_mesh_generation.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -models/models_mesh_picking: models/models_mesh_picking.c + +models/models_heightmap: models/models_heightmap.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file models/resources/models/obj/turret.obj@resources/models/obj/turret.obj \ - --preload-file models/resources/models/obj/turret_diffuse.png@resources/models/obj/turret_diffuse.png + --preload-file models/resources/heightmap.png@resources/heightmap.png models/models_loading: models/models_loading.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file models/resources/models/obj/castle.obj@resources/models/obj/castle.obj \ --preload-file models/resources/models/obj/castle_diffuse.png@resources/models/obj/castle_diffuse.png - -models/models_loading_vox: models/models_loading_vox.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ - --preload-file models/resources/models/vox/chr_knight.vox@resources/models/vox/chr_knight.vox \ - --preload-file models/resources/models/vox/chr_sword.vox@resources/models/vox/chr_sword.vox \ - --preload-file models/resources/models/vox/monu9.vox@resources/models/vox/monu9.vox - + models/models_loading_gltf: models/models_loading_gltf.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb @@ -859,6 +884,20 @@ models/models_loading_gltf: models/models_loading_gltf.c models/models_loading_m3d: models/models_loading_m3d.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d + +models/models_loading_vox: models/models_loading_vox.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ + --preload-file models/resources/models/vox/chr_knight.vox@resources/models/vox/chr_knight.vox \ + --preload-file models/resources/models/vox/chr_sword.vox@resources/models/vox/chr_sword.vox \ + --preload-file models/resources/models/vox/monu9.vox@resources/models/vox/monu9.vox + +models/models_mesh_generation: models/models_mesh_generation.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +models/models_mesh_picking: models/models_mesh_picking.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file models/resources/models/obj/turret.obj@resources/models/obj/turret.obj \ + --preload-file models/resources/models/obj/turret_diffuse.png@resources/models/obj/turret_diffuse.png models/models_orthographic_projection: models/models_orthographic_projection.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -874,30 +913,21 @@ models/models_skybox: models/models_skybox.c --preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \ --preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs +models/models_waving_cubes: models/models_waving_cubes.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + models/models_yaw_pitch_roll: models/models_yaw_pitch_roll.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file models/resources/models/obj/plane.obj@resources/models/obj/plane.obj \ --preload-file models/resources/models/obj/plane_diffuse.png@resources/models/obj/plane_diffuse.png -models/models_heightmap: models/models_heightmap.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file models/resources/heightmap.png@resources/heightmap.png - -models/models_waving_cubes: models/models_waving_cubes.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) # Compile SHADER examples -shaders/shaders_model_shader: shaders/shaders_model_shader.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ - --preload-file shaders/resources/models/watermill.obj@resources/models/watermill.obj \ - --preload-file shaders/resources/models/watermill_diffuse.png@resources/models/watermill_diffuse.png \ - --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs - -shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c +shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ - --preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \ - --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs + --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \ + --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \ + --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ @@ -905,48 +935,78 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c --preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \ --preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs -shaders/shaders_postprocessing: shaders/shaders_postprocessing.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ - --preload-file shaders/resources/models/church.obj@resources/models/church.obj \ - --preload-file shaders/resources/models/church_diffuse.png@resources/models/church_diffuse.png \ - --preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100 - -shaders/shaders_palette_switch: shaders/shaders_palette_switch.c +shaders/shaders_deferred_render: shaders/shaders_deferred_render.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs + --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ + --preload-file shaders/resources/shaders/glsl330/gbuffer.vs@resources/shaders/glsl330/gbuffer.vs \ + --preload-file shaders/resources/shaders/glsl330/gbuffer.fs@resources/shaders/glsl330/gbuffer.fs \ + --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs \ + --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs -shaders/shaders_raymarching: shaders/shaders_raymarching.c +shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs + --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs -shaders/shaders_texture_drawing: shaders/shaders_texture_drawing.c +shaders/shaders_fog: shaders/shaders_fog.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/cubes_panning.fs@resources/shaders/glsl100/cubes_panning.fs + --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \ + --preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \ + --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs -shaders/shaders_texture_waves: shaders/shaders_texture_waves.c +shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 \ + --preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs + +shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/space.png@resources/space.png \ - --preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs + --preload-file shaders/resources/shaders/glsl100/hybrid_raymarch.fs@resources/shaders/glsl100/hybrid_raymarch.fs \ + --preload-file shaders/resources/shaders/glsl100/hybrid_raster.fs@resources/shaders/glsl100/hybrid_raster.fs shaders/shaders_julia_set: shaders/shaders_julia_set.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs -shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c +shaders/shaders_lightmap: shaders/shaders_lightmap.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 \ + --preload-file shaders/resources/shaders/glsl330/lightmap.vs \ + --preload-file shaders/resources/shaders/glsl330/lightmap.fs \ + --preload-file shaders/resources/cubicmap_atlas.png \ + --preload-file shaders/resources/spark_flame.png + +shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs + --preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \ + --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs -shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c +shaders/shaders_model_shader: shaders/shaders_model_shader.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ + --preload-file shaders/resources/models/watermill.obj@resources/models/watermill.obj \ + --preload-file shaders/resources/models/watermill_diffuse.png@resources/models/watermill_diffuse.png \ + --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs + +shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \ - --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \ - --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs + --preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs -shaders/shaders_fog: shaders/shaders_fog.c +shaders/shaders_palette_switch: shaders/shaders_palette_switch.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \ - --preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \ - --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs + --preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs + +shaders/shaders_postprocessing: shaders/shaders_postprocessing.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ + --preload-file shaders/resources/models/church.obj@resources/models/church.obj \ + --preload-file shaders/resources/models/church_diffuse.png@resources/models/church_diffuse.png \ + --preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100 + +shaders/shaders_raymarching: shaders/shaders_raymarching.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs + +shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ + --preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \ + --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs shaders/shaders_simple_mask: shaders/shaders_simple_mask.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ @@ -959,34 +1019,36 @@ shaders/shaders_spotlight: shaders/shaders_spotlight.c --preload-file shaders/resources/raysan.png@resources/raysan.png \ --preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs -shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 \ - --preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs - -shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \ - --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs - -shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c +shaders/shaders_texture_drawing: shaders/shaders_texture_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs + --preload-file shaders/resources/shaders/glsl100/cubes_panning.fs@resources/shaders/glsl100/cubes_panning.fs shaders/shaders_texture_outline: shaders/shaders_texture_outline.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs \ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png +shaders/shaders_texture_tiling: shaders/shaders_texture_tiling.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/tiling.fs@resources/shaders/glsl100/tiling.fs \ + --preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png + +shaders/shaders_texture_waves: shaders/shaders_texture_waves.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/space.png@resources/space.png \ + --preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs + shaders/shaders_write_depth: shaders/shaders_write_depth.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs -shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file shaders/resources/shaders/glsl100/hybrid_raymarch.fs@resources/shaders/glsl100/hybrid_raymarch.fs \ - --preload-file shaders/resources/shaders/glsl100/hybrid_raster.fs@resources/shaders/glsl100/hybrid_raster.fs # Compile AUDIO examples +audio/audio_mixed_processor: audio/audio_mixed_processor.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ + --preload-file audio/resources/country.mp3@resources/country.mp3 \ + --preload-file audio/resources/coin.wav@resources/coin.wav + audio/audio_module_playing: audio/audio_module_playing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file audio/resources/mini1111.xm@resources/mini1111.xm @@ -1003,14 +1065,33 @@ audio/audio_sound_loading: audio/audio_sound_loading.c --preload-file audio/resources/sound.wav@resources/sound.wav \ --preload-file audio/resources/target.ogg@resources/target.ogg +audio/audio_sound_multi: audio/audio_sound_multi.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file audio/resources/sound.wav@resources/sound.wav + audio/audio_stream_effects: audio/audio_stream_effects.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ --preload-file audio/resources/country.mp3@resources/country.mp3 -audio/audio_mixed_processor: audio/audio_mixed_processor.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \ - --preload-file audio/resources/country.mp3@resources/country.mp3 \ - --preload-file audio/resources/coin.wav@resources/coin.wav + +# Compile OTHERS examples +others/easings_testbed: others/easings_testbed.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +others/embedded_files_loading: others/embedded_files_loading.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +others/raylib_opengl_interop: + $(info Skipping_others_raylib_opengl_interop) + +others/raymath_vector_angle: others/raymath_vector_angle.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +others/rlgl_compute_shader: + $(info Skipping_others_rlgl_compute_shader) + +others/rlgl_standalone: + $(info Skipping_others_rlgl_standalone) # Clean everything clean: diff --git a/raylib/examples/README.md b/raylib/examples/README.md index 82e4b78..0fed8ac 100644 --- a/raylib/examples/README.md +++ b/raylib/examples/README.md @@ -176,6 +176,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete | 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) | | 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | | 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) | +| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | ### category: audio @@ -183,10 +184,10 @@ Examples using raylib audio functionality, including sound/music loading and pla | ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer | |----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 117 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 118 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | -| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) | -| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | +| 118 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 119 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | +| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) | +| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | ### category: others diff --git a/raylib/examples/core/core_2d_camera.c b/raylib/examples/core/core_2d_camera.c index 24cca69..759c099 100644 --- a/raylib/examples/core/core_2d_camera.c +++ b/raylib/examples/core/core_2d_camera.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - 2d camera +* raylib [core] example - 2D Camera system * * Example originally created with raylib 1.5, last time updated with raylib 3.0 * diff --git a/raylib/examples/core/core_2d_camera_platformer.c b/raylib/examples/core/core_2d_camera_platformer.c index b149ea8..72b1ee1 100644 --- a/raylib/examples/core/core_2d_camera_platformer.c +++ b/raylib/examples/core/core_2d_camera_platformer.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - 2d camera platformer +* raylib [core] example - 2D Camera platformer * * Example originally created with raylib 2.5, last time updated with raylib 3.0 * diff --git a/raylib/examples/core/core_2d_camera_split_screen.c b/raylib/examples/core/core_2d_camera_split_screen.c index 57a0dfd..60b5a2e 100644 --- a/raylib/examples/core/core_2d_camera_split_screen.c +++ b/raylib/examples/core/core_2d_camera_split_screen.c @@ -85,12 +85,12 @@ int main(void) // Draw full scene with first camera for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) { - DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY); + DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); } for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) { - DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY); + DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); } for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) @@ -118,12 +118,12 @@ int main(void) // Draw full scene with second camera for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) { - DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY); + DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); } for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) { - DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY); + DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); } for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) diff --git a/raylib/examples/core/core_3d_camera_free.c b/raylib/examples/core/core_3d_camera_free.c index 78200a6..3c30a42 100644 --- a/raylib/examples/core/core_3d_camera_free.c +++ b/raylib/examples/core/core_3d_camera_free.c @@ -47,7 +47,7 @@ int main(void) //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_FREE); - if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; //---------------------------------------------------------------------------------- // Draw @@ -65,15 +65,13 @@ int main(void) EndMode3D(); - DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f)); - DrawRectangleLines( 10, 10, 320, 133, BLUE); + DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines( 10, 10, 320, 93, BLUE); DrawText("Free camera default controls:", 20, 20, 10, BLACK); DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY); - DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY); - //DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY); - DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY); + DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- @@ -85,4 +83,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -}
\ No newline at end of file +} diff --git a/raylib/examples/core/core_3d_camera_free.png b/raylib/examples/core/core_3d_camera_free.png Binary files differindex 7874eed..71dfc1c 100644 --- a/raylib/examples/core/core_3d_camera_free.png +++ b/raylib/examples/core/core_3d_camera_free.png diff --git a/raylib/examples/core/core_automation_events.c b/raylib/examples/core/core_automation_events.c new file mode 100644 index 0000000..b58d572 --- /dev/null +++ b/raylib/examples/core/core_automation_events.c @@ -0,0 +1,334 @@ +/******************************************************************************************* +* +* raylib [core] example - automation events +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example based on 2d_camera_platformer example by arvyy (@arvyy) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#define GRAVITY 400 +#define PLAYER_JUMP_SPD 350.0f +#define PLAYER_HOR_SPD 200.0f + +#define MAX_ENVIRONMENT_ELEMENTS 5 + +typedef struct Player { + Vector2 position; + float speed; + bool canJump; +} Player; + +typedef struct EnvElement { + Rectangle rect; + int blocking; + Color color; +} EnvElement; + + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events"); + + // Define player + Player player = { 0 }; + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + // Define environment elements (platforms) + EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = { + {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY }, + {{ 0, 400, 1000, 200 }, 1, GRAY }, + {{ 300, 200, 400, 10 }, 1, GRAY }, + {{ 250, 300, 100, 10 }, 1, GRAY }, + {{ 650, 300, 100, 10 }, 1, GRAY } + }; + + // Define camera + Camera2D camera = { 0 }; + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + + // Automation events + AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events + SetAutomationEventList(&aelist); + bool eventRecording = false; + bool eventPlaying = false; + + unsigned int frameCounter = 0; + unsigned int playFrameCounter = 0; + unsigned int currentPlayFrame = 0; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + float deltaTime = 0.015f;//GetFrameTime(); + + // Dropped files logic + //---------------------------------------------------------------------------------- + if (IsFileDropped()) + { + FilePathList droppedFiles = LoadDroppedFiles(); + + // Supports loading .rgs style files (text or binary) and .png style palette images + if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae")) + { + UnloadAutomationEventList(&aelist); + aelist = LoadAutomationEventList(droppedFiles.paths[0]); + + eventRecording = false; + + // Reset scene state to play + eventPlaying = true; + playFrameCounter = 0; + currentPlayFrame = 0; + + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + + UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory + } + //---------------------------------------------------------------------------------- + + // Update player + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime; + if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime; + if (IsKeyDown(KEY_SPACE) && player.canJump) + { + player.speed = -PLAYER_JUMP_SPD; + player.canJump = false; + } + + int hitObstacle = 0; + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + EnvElement *element = &envElements[i]; + Vector2 *p = &(player.position); + if (element->blocking && + element->rect.x <= p->x && + element->rect.x + element->rect.width >= p->x && + element->rect.y >= p->y && + element->rect.y <= p->y + player.speed*deltaTime) + { + hitObstacle = 1; + player.speed = 0.0f; + p->y = element->rect.y; + } + } + + if (!hitObstacle) + { + player.position.y += player.speed*deltaTime; + player.speed += GRAVITY*deltaTime; + player.canJump = false; + } + else player.canJump = true; + + camera.zoom += ((float)GetMouseWheelMove()*0.05f); + + if (camera.zoom > 3.0f) camera.zoom = 3.0f; + else if (camera.zoom < 0.25f) camera.zoom = 0.25f; + + if (IsKeyPressed(KEY_R)) + { + // Reset game state + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + //---------------------------------------------------------------------------------- + + // Update camera + //---------------------------------------------------------------------------------- + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; + + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + EnvElement *element = &envElements[i]; + minX = fminf(element->rect.x, minX); + maxX = fmaxf(element->rect.x + element->rect.width, maxX); + minY = fminf(element->rect.y, minY); + maxY = fmaxf(element->rect.y + element->rect.height, maxY); + } + + Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera); + Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera); + + if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2); + if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2); + if (min.x > 0) camera.offset.x = screenWidth/2 - min.x; + if (min.y > 0) camera.offset.y = screenHeight/2 - min.y; + //---------------------------------------------------------------------------------- + + // Toggle events recording + if (IsKeyPressed(KEY_S)) + { + if (!eventPlaying) + { + if (eventRecording) + { + StopAutomationEventRecording(); + eventRecording = false; + + ExportAutomationEventList(aelist, "automation.rae"); + + TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count); + } + else + { + SetAutomationEventBaseFrame(180); + StartAutomationEventRecording(); + eventRecording = true; + } + } + } + else if (IsKeyPressed(KEY_A)) + { + if (!eventRecording && (aelist.count > 0)) + { + // Reset scene state to play + eventPlaying = true; + playFrameCounter = 0; + currentPlayFrame = 0; + + player.position = (Vector2){ 400, 280 }; + player.speed = 0; + player.canJump = false; + + camera.target = player.position; + camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + } + } + + if (eventPlaying) + { + // NOTE: Multiple events could be executed in a single frame + while (playFrameCounter == aelist.events[currentPlayFrame].frame) + { + TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i", + playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]); + + PlayAutomationEvent(aelist.events[currentPlayFrame]); + currentPlayFrame++; + + if (currentPlayFrame == aelist.count) + { + eventPlaying = false; + currentPlayFrame = 0; + playFrameCounter = 0; + + TraceLog(LOG_INFO, "FINISH PLAYING!"); + break; + } + } + + playFrameCounter++; + } + + if (eventRecording || eventPlaying) frameCounter++; + else frameCounter = 0; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(LIGHTGRAY); + + BeginMode2D(camera); + + // Draw environment elements + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) + { + DrawRectangleRec(envElements[i].rect, envElements[i].color); + } + + // Draw player rectangle + DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED); + + EndMode2D(); + + // Draw game controls + DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f)); + + DrawText("Controls:", 20, 20, 10, BLACK); + DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY); + DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY); + DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY); + + DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK); + DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK); + + // Draw automation events recording indicator + if (eventRecording) + { + DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f)); + DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f)); + DrawCircle(30, 175, 10, MAROON); + + if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON); + } + else if (eventPlaying) + { + DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f)); + DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f)); + DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN); + + if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN); + } + + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/raylib/examples/core/core_automation_events.png b/raylib/examples/core/core_automation_events.png Binary files differnew file mode 100644 index 0000000..ac8cb3b --- /dev/null +++ b/raylib/examples/core/core_automation_events.png diff --git a/raylib/examples/core/core_drop_files.c b/raylib/examples/core/core_drop_files.c index 9f62203..d4ddd9e 100644 --- a/raylib/examples/core/core_drop_files.c +++ b/raylib/examples/core/core_drop_files.c @@ -53,7 +53,7 @@ int main(void) { FilePathList droppedFiles = LoadDroppedFiles(); - for (int i = 0, offset = filePathCounter; i < droppedFiles.count; i++) + for (int i = 0, offset = filePathCounter; i < (int)droppedFiles.count; i++) { if (filePathCounter < (MAX_FILEPATH_RECORDED - 1)) { @@ -77,7 +77,7 @@ int main(void) { DrawText("Dropped files:", 100, 40, 20, DARKGRAY); - for (unsigned int i = 0; i < filePathCounter; i++) + for (int i = 0; i < filePathCounter; i++) { if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f)); else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f)); diff --git a/raylib/examples/core/core_input_gamepad_info.c b/raylib/examples/core/core_input_gamepad_info.c index 55f0354..9aebb81 100644 --- a/raylib/examples/core/core_input_gamepad_info.c +++ b/raylib/examples/core/core_input_gamepad_info.c @@ -31,40 +31,49 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { - int y = 10; + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + // Draw + //---------------------------------------------------------------------------------- BeginDrawing(); - ClearBackground(RAYWHITE); + ClearBackground(RAYWHITE); - for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here. - { - if (IsGamepadAvailable(i)) + for (int i = 0, y = 10; i < 4; i++) // MAX_GAMEPADS = 4 { - DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK); - y += 30; - DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK); - y += 30; - for (int axis = 0; axis < GetGamepadAxisCount(i); axis++) + if (IsGamepadAvailable(i)) { - DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK); + DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK); y += 30; - } - for (int button = 0; button < 32; button++) - { - DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK); + DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK); y += 30; + + for (int axis = 0; axis < GetGamepadAxisCount(i); axis++) + { + DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK); + y += 30; + } + + for (int button = 0; button < 32; button++) + { + DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK); + y += 30; + } } } - } - DrawFPS(GetScreenWidth() - 100, 100); + DrawFPS(GetScreenWidth() - 100, 100); EndDrawing(); + //---------------------------------------------------------------------------------- } // De-Initialization diff --git a/raylib/examples/core/core_loading_thread.c b/raylib/examples/core/core_loading_thread.c index 0538dce..8451ff0 100644 --- a/raylib/examples/core/core_loading_thread.c +++ b/raylib/examples/core/core_loading_thread.c @@ -41,7 +41,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread"); - pthread_t threadId; // Loading data thread id + pthread_t threadId = { 0 }; // Loading data thread id enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING; int framesCounter = 0; diff --git a/raylib/examples/core/core_random_values.c b/raylib/examples/core/core_random_values.c index c2225bc..bec1de2 100644 --- a/raylib/examples/core/core_random_values.c +++ b/raylib/examples/core/core_random_values.c @@ -29,7 +29,7 @@ int main(void) int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included) - 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 //-------------------------------------------------------------------------------------- diff --git a/raylib/examples/core/core_smooth_pixelperfect.c b/raylib/examples/core/core_smooth_pixelperfect.c index 776706c..3d5ed94 100644 --- a/raylib/examples/core/core_smooth_pixelperfect.c +++ b/raylib/examples/core/core_smooth_pixelperfect.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - smooth pixel-perfect camera +* raylib [core] example - Smooth Pixel-perfect camera * * Example originally created with raylib 3.7, last time updated with raylib 4.0 * diff --git a/raylib/examples/core/core_storage_values.c b/raylib/examples/core/core_storage_values.c index 1273991..c7fd7d9 100644 --- a/raylib/examples/core/core_storage_values.c +++ b/raylib/examples/core/core_storage_values.c @@ -104,7 +104,7 @@ int main(void) bool SaveStorageValue(unsigned int position, int value) { bool success = false; - unsigned int dataSize = 0; + int dataSize = 0; unsigned int newDataSize = 0; unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize); unsigned char *newFileData = NULL; @@ -172,7 +172,7 @@ bool SaveStorageValue(unsigned int position, int value) int LoadStorageValue(unsigned int position) { int value = 0; - unsigned int dataSize = 0; + int dataSize = 0; unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize); if (fileData != NULL) diff --git a/raylib/examples/models/models_animation.c b/raylib/examples/models/models_animation.c index ffe2d01..8e6f7f8 100644 --- a/raylib/examples/models/models_animation.c +++ b/raylib/examples/models/models_animation.c @@ -48,7 +48,7 @@ int main(void) Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load animation data - unsigned int animsCount = 0; + int animsCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount); int animFrameCounter = 0; diff --git a/raylib/examples/models/models_loading_gltf.c b/raylib/examples/models/models_loading_gltf.c index 2884731..1d5d516 100644 --- a/raylib/examples/models/models_loading_gltf.c +++ b/raylib/examples/models/models_loading_gltf.c @@ -44,7 +44,7 @@ int main(void) Model model = LoadModel("resources/models/gltf/robot.glb"); // Load gltf model animations - unsigned int animsCount = 0; + int animsCount = 0; unsigned int animIndex = 0; unsigned int animCurrentFrame = 0; ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); diff --git a/raylib/examples/models/models_loading_m3d.c b/raylib/examples/models/models_loading_m3d.c index 1e56d51..71dbc8d 100644 --- a/raylib/examples/models/models_loading_m3d.c +++ b/raylib/examples/models/models_loading_m3d.c @@ -50,7 +50,7 @@ int main(void) Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data // Load animations - unsigned int animsCount = 0; + int animsCount = 0; int animFrameCounter = 0, animId = 0; ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data @@ -85,7 +85,7 @@ int main(void) animFrameCounter = 0; animId++; - if (animId >= animsCount) animId = 0; + if (animId >= (int)animsCount) animId = 0; UpdateModelAnimation(model, anims[animId], 0); animPlaying = true; } diff --git a/raylib/examples/models/models_mesh_generation.c b/raylib/examples/models/models_mesh_generation.c index d17a20a..94e0a4c 100644 --- a/raylib/examples/models/models_mesh_generation.c +++ b/raylib/examples/models/models_mesh_generation.c @@ -36,7 +36,7 @@ int main(void) Model models[NUM_MODELS] = { 0 }; - models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); + models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 4, 3)); models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); diff --git a/raylib/examples/models/models_skybox.c b/raylib/examples/models/models_skybox.c index 7a500e0..c583128 100644 --- a/raylib/examples/models/models_skybox.c +++ b/raylib/examples/models/models_skybox.c @@ -68,14 +68,12 @@ int main(void) char skyboxFileName[256] = { 0 }; - Texture2D panorama; - if (useHDR) { TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr"); // Load HDR panorama (sphere) texture - panorama = LoadTexture(skyboxFileName); + Texture2D panorama = LoadTexture(skyboxFileName); // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping @@ -83,7 +81,7 @@ int main(void) // despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); - //UnloadTexture(panorama); // Texture not required anymore, cubemap already generated + UnloadTexture(panorama); // Texture not required anymore, cubemap already generated } else { @@ -113,15 +111,18 @@ int main(void) { if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga")) { - // Unload current cubemap texture and load new one + // Unload current cubemap texture to load new one UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); + if (useHDR) { + // Load HDR panorama (sphere) texture Texture2D panorama = LoadTexture(droppedFiles.paths[0]); // Generate cubemap from panorama texture skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); - UnloadTexture(panorama); + + UnloadTexture(panorama); // Texture not required anymore, cubemap already generated } else { diff --git a/raylib/examples/others/external/include/GLFW/glfw3.h b/raylib/examples/others/external/include/GLFW/glfw3.h index 990fe3f..31b201a 100644 --- a/raylib/examples/others/external/include/GLFW/glfw3.h +++ b/raylib/examples/others/external/include/GLFW/glfw3.h @@ -3,7 +3,7 @@ * A library for OpenGL, window and input *------------------------------------------------------------------------ * Copyright (c) 2002-2006 Marcus Geelnard - * Copyright (c) 2006-2016 Camilla Löwy <elmindreda@glfw.org> + * Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org> * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages @@ -52,7 +52,7 @@ extern "C" { * This is the reference documentation for OpenGL and OpenGL ES context related * functions. For more task-oriented information, see the @ref context_guide. */ -/*! @defgroup vulkan Vulkan reference +/*! @defgroup vulkan Vulkan support reference * @brief Functions and types related to Vulkan. * * This is the reference documentation for Vulkan related functions and types. @@ -96,11 +96,30 @@ extern "C" { #define _WIN32 #endif /* _WIN32 */ +/* Include because most Windows GLU headers need wchar_t and + * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h. + * Include it unconditionally to avoid surprising side-effects. + */ +#include <stddef.h> + +/* Include because it is needed by Vulkan and related functions. + * Include it unconditionally to avoid surprising side-effects. + */ +#include <stdint.h> + +#if defined(GLFW_INCLUDE_VULKAN) + #include <vulkan/vulkan.h> +#endif /* Vulkan header */ + +/* The Vulkan header may have indirectly included windows.h (because of + * VK_USE_PLATFORM_WIN32_KHR) so we offer our replacement symbols after it. + */ + /* It is customary to use APIENTRY for OpenGL function pointer declarations on * all platforms. Additionally, the Windows OpenGL header needs APIENTRY. */ -#ifndef APIENTRY - #ifdef _WIN32 +#if !defined(APIENTRY) + #if defined(_WIN32) #define APIENTRY __stdcall #else #define APIENTRY @@ -122,17 +141,6 @@ extern "C" { #define GLFW_CALLBACK_DEFINED #endif /* CALLBACK */ -/* Include because most Windows GLU headers need wchar_t and - * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h. - * Include it unconditionally to avoid surprising side-effects. - */ -#include <stddef.h> - -/* Include because it is needed by Vulkan and related functions. - * Include it unconditionally to avoid surprising side-effects. - */ -#include <stdint.h> - /* Include the chosen OpenGL or OpenGL ES headers. */ #if defined(GLFW_INCLUDE_ES1) @@ -182,10 +190,44 @@ extern "C" { #else /*__APPLE__*/ #include <GL/glcorearb.h> + #if defined(GLFW_INCLUDE_GLEXT) + #include <GL/glext.h> + #endif #endif /*__APPLE__*/ -#elif !defined(GLFW_INCLUDE_NONE) +#elif defined(GLFW_INCLUDE_GLU) + + #if defined(__APPLE__) + + #if defined(GLFW_INCLUDE_GLU) + #include <OpenGL/glu.h> + #endif + + #else /*__APPLE__*/ + + #if defined(GLFW_INCLUDE_GLU) + #include <GL/glu.h> + #endif + + #endif /*__APPLE__*/ + +#elif !defined(GLFW_INCLUDE_NONE) && \ + !defined(__gl_h_) && \ + !defined(__gles1_gl_h_) && \ + !defined(__gles2_gl2_h_) && \ + !defined(__gles2_gl3_h_) && \ + !defined(__gles2_gl31_h_) && \ + !defined(__gles2_gl32_h_) && \ + !defined(__gl_glcorearb_h_) && \ + !defined(__gl2_h_) /*legacy*/ && \ + !defined(__gl3_h_) /*legacy*/ && \ + !defined(__gl31_h_) /*legacy*/ && \ + !defined(__gl32_h_) /*legacy*/ && \ + !defined(__glcorearb_h_) /*legacy*/ && \ + !defined(__GL_H__) /*non-standard*/ && \ + !defined(__gltypes_h_) /*non-standard*/ && \ + !defined(__glee_h_) /*non-standard*/ #if defined(__APPLE__) @@ -193,9 +235,6 @@ extern "C" { #define GL_GLEXT_LEGACY #endif #include <OpenGL/gl.h> - #if defined(GLFW_INCLUDE_GLU) - #include <OpenGL/glu.h> - #endif #else /*__APPLE__*/ @@ -203,18 +242,11 @@ extern "C" { #if defined(GLFW_INCLUDE_GLEXT) #include <GL/glext.h> #endif - #if defined(GLFW_INCLUDE_GLU) - #include <GL/glu.h> - #endif #endif /*__APPLE__*/ #endif /* OpenGL and OpenGL ES headers */ -#if defined(GLFW_INCLUDE_VULKAN) - #include <vulkan/vulkan.h> -#endif /* Vulkan header */ - #if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL) /* GLFW_DLL must be defined by applications that are linking against the DLL * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW @@ -230,13 +262,12 @@ extern "C" { /* We are building GLFW as a Win32 DLL */ #define GLFWAPI __declspec(dllexport) #elif defined(_WIN32) && defined(GLFW_DLL) - /* We are calling GLFW as a Win32 DLL */ + /* We are calling a GLFW Win32 DLL */ #define GLFWAPI __declspec(dllimport) #elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL) - /* We are building GLFW as a shared / dynamic library */ + /* We are building GLFW as a Unix shared library */ #define GLFWAPI __attribute__((visibility("default"))) #else - /* We are building or calling GLFW as a static library */ #define GLFWAPI #endif @@ -247,45 +278,47 @@ extern "C" { /*! @name GLFW version macros * @{ */ -/*! @brief The major version number of the GLFW library. +/*! @brief The major version number of the GLFW header. * - * This is incremented when the API is changed in non-compatible ways. + * The major version number of the GLFW header. This is incremented when the + * API is changed in non-compatible ways. * @ingroup init */ #define GLFW_VERSION_MAJOR 3 -/*! @brief The minor version number of the GLFW library. +/*! @brief The minor version number of the GLFW header. * - * This is incremented when features are added to the API but it remains - * backward-compatible. + * The minor version number of the GLFW header. This is incremented when + * features are added to the API but it remains backward-compatible. * @ingroup init */ #define GLFW_VERSION_MINOR 3 -/*! @brief The revision number of the GLFW library. +/*! @brief The revision number of the GLFW header. * - * This is incremented when a bug fix release is made that does not contain any - * API changes. + * The revision number of the GLFW header. This is incremented when a bug fix + * release is made that does not contain any API changes. * @ingroup init */ -#define GLFW_VERSION_REVISION 0 +#define GLFW_VERSION_REVISION 8 /*! @} */ -/*! @name Boolean values - * @{ */ /*! @brief One. * - * One. Seriously. You don't _need_ to use this symbol in your code. It's - * semantic sugar for the number 1. You can also use `1` or `true` or `_True` - * or `GL_TRUE` or whatever you want. + * This is only semantic sugar for the number 1. You can instead use `1` or + * `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal + * to one. + * + * @ingroup init */ #define GLFW_TRUE 1 /*! @brief Zero. * - * Zero. Seriously. You don't _need_ to use this symbol in your code. It's - * semantic sugar for the number 0. You can also use `0` or `false` or - * `_False` or `GL_FALSE` or whatever you want. + * This is only semantic sugar for the number 0. You can instead use `0` or + * `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is + * equal to zero. + * + * @ingroup init */ #define GLFW_FALSE 0 -/*! @} */ /*! @name Key and button actions * @{ */ @@ -313,6 +346,7 @@ extern "C" { /*! @} */ /*! @defgroup hat_state Joystick hat states + * @brief Joystick hat states. * * See [joystick hat input](@ref joystick_hat) for how these are used. * @@ -915,70 +949,87 @@ extern "C" { #define GLFW_CLIENT_API 0x00022001 /*! @brief Context client API major version hint and attribute. * - * Context client API major version [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context client API major version [hint](@ref GLFW_CONTEXT_VERSION_MAJOR_hint) + * and [attribute](@ref GLFW_CONTEXT_VERSION_MAJOR_attrib). */ #define GLFW_CONTEXT_VERSION_MAJOR 0x00022002 /*! @brief Context client API minor version hint and attribute. * - * Context client API minor version [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context client API minor version [hint](@ref GLFW_CONTEXT_VERSION_MINOR_hint) + * and [attribute](@ref GLFW_CONTEXT_VERSION_MINOR_attrib). */ #define GLFW_CONTEXT_VERSION_MINOR 0x00022003 -/*! @brief Context client API revision number hint and attribute. +/*! @brief Context client API revision number attribute. * - * Context client API revision number [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context client API revision number + * [attribute](@ref GLFW_CONTEXT_REVISION_attrib). */ #define GLFW_CONTEXT_REVISION 0x00022004 /*! @brief Context robustness hint and attribute. * - * Context client API revision number [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context client API revision number [hint](@ref GLFW_CONTEXT_ROBUSTNESS_hint) + * and [attribute](@ref GLFW_CONTEXT_ROBUSTNESS_attrib). */ #define GLFW_CONTEXT_ROBUSTNESS 0x00022005 /*! @brief OpenGL forward-compatibility hint and attribute. * - * OpenGL forward-compatibility [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * OpenGL forward-compatibility [hint](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) + * and [attribute](@ref GLFW_OPENGL_FORWARD_COMPAT_attrib). */ #define GLFW_OPENGL_FORWARD_COMPAT 0x00022006 -/*! @brief OpenGL debug context hint and attribute. +/*! @brief Debug mode context hint and attribute. * - * OpenGL debug context [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Debug mode context [hint](@ref GLFW_OPENGL_DEBUG_CONTEXT_hint) and + * [attribute](@ref GLFW_OPENGL_DEBUG_CONTEXT_attrib). */ #define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007 /*! @brief OpenGL profile hint and attribute. * - * OpenGL profile [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * OpenGL profile [hint](@ref GLFW_OPENGL_PROFILE_hint) and + * [attribute](@ref GLFW_OPENGL_PROFILE_attrib). */ #define GLFW_OPENGL_PROFILE 0x00022008 /*! @brief Context flush-on-release hint and attribute. * - * Context flush-on-release [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context flush-on-release [hint](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) and + * [attribute](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib). */ #define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009 /*! @brief Context error suppression hint and attribute. * - * Context error suppression [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context error suppression [hint](@ref GLFW_CONTEXT_NO_ERROR_hint) and + * [attribute](@ref GLFW_CONTEXT_NO_ERROR_attrib). */ #define GLFW_CONTEXT_NO_ERROR 0x0002200A /*! @brief Context creation API hint and attribute. * - * Context creation API [hint](@ref GLFW_CLIENT_API_hint) and - * [attribute](@ref GLFW_CLIENT_API_attrib). + * Context creation API [hint](@ref GLFW_CONTEXT_CREATION_API_hint) and + * [attribute](@ref GLFW_CONTEXT_CREATION_API_attrib). */ #define GLFW_CONTEXT_CREATION_API 0x0002200B - +/*! @brief Window content area scaling window + * [window hint](@ref GLFW_SCALE_TO_MONITOR). + */ +#define GLFW_SCALE_TO_MONITOR 0x0002200C +/*! @brief macOS specific + * [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint). + */ #define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001 +/*! @brief macOS specific + * [window hint](@ref GLFW_COCOA_FRAME_NAME_hint). + */ #define GLFW_COCOA_FRAME_NAME 0x00023002 +/*! @brief macOS specific + * [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint). + */ #define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003 - +/*! @brief X11 specific + * [window hint](@ref GLFW_X11_CLASS_NAME_hint). + */ #define GLFW_X11_CLASS_NAME 0x00024001 +/*! @brief X11 specific + * [window hint](@ref GLFW_X11_CLASS_NAME_hint). + */ #define GLFW_X11_INSTANCE_NAME 0x00024002 /*! @} */ @@ -998,6 +1049,7 @@ extern "C" { #define GLFW_STICKY_KEYS 0x00033002 #define GLFW_STICKY_MOUSE_BUTTONS 0x00033003 #define GLFW_LOCK_KEY_MODS 0x00033004 +#define GLFW_RAW_MOUSE_MOTION 0x00033005 #define GLFW_CURSOR_NORMAL 0x00034001 #define GLFW_CURSOR_HIDDEN 0x00034002 @@ -1056,9 +1108,20 @@ extern "C" { /*! @addtogroup init * @{ */ +/*! @brief Joystick hat buttons init hint. + * + * Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS). + */ #define GLFW_JOYSTICK_HAT_BUTTONS 0x00050001 - +/*! @brief macOS specific init hint. + * + * macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint). + */ #define GLFW_COCOA_CHDIR_RESOURCES 0x00051001 +/*! @brief macOS specific init hint. + * + * macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint). + */ #define GLFW_COCOA_MENUBAR 0x00051002 /*! @} */ @@ -1129,17 +1192,25 @@ typedef struct GLFWwindow GLFWwindow; * * @since Added in version 3.1. * - * @ingroup cursor + * @ingroup input */ typedef struct GLFWcursor GLFWcursor; -/*! @brief The function signature for error callbacks. +/*! @brief The function pointer type for error callbacks. * - * This is the function signature for error callback functions. + * This is the function pointer type for error callbacks. An error callback + * function has the following signature: + * @code + * void callback_name(int error_code, const char* description) + * @endcode * - * @param[in] error An [error code](@ref errors). + * @param[in] error_code An [error code](@ref errors). Future releases may add + * more error codes. * @param[in] description A UTF-8 encoded string describing the error. * + * @pointer_lifetime The error description string is valid until the callback + * function returns. + * * @sa @ref error_handling * @sa @ref glfwSetErrorCallback * @@ -1147,17 +1218,21 @@ typedef struct GLFWcursor GLFWcursor; * * @ingroup init */ -typedef void (* GLFWerrorfun)(int,const char*); +typedef void (* GLFWerrorfun)(int error_code, const char* description); -/*! @brief The function signature for window position callbacks. +/*! @brief The function pointer type for window position callbacks. * - * This is the function signature for window position callback functions. + * This is the function pointer type for window position callbacks. A window + * position callback function has the following signature: + * @code + * void callback_name(GLFWwindow* window, int xpos, int ypos) + * @endcode * * @param[in] window The window that was moved. * @param[in] xpos The new x-coordinate, in screen coordinates, of the - * upper-left corner of the client area of the window. + * upper-left corner of the content area of the window. * @param[in] ypos The new y-coordinate, in screen coordinates, of the - * upper-left corner of the client area of the window. + * upper-left corner of the content area of the window. * * @sa @ref window_pos * @sa @ref glfwSetWindowPosCallback @@ -1166,11 +1241,15 @@ typedef void (* GLFWerrorfun)(int,const char*); * * @ingroup window */ -typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); +typedef void (* GLFWwindowposfun)(GLFWwindow* window, int xpos, int ypos); -/*! @brief The function signature for window resize callbacks. +/*! @brief The function pointer type for window size callbacks. * - * This is the function signature for window size callback functions. + * This is the function pointer type for window size callbacks. A window size + * callback function has the following signature: + * @code + * void callback_name(GLFWwindow* window, int width, int height) + * @endcode * * @param[in] window The window that was resized. * @param[in] width The new width, in screen coordinates, of the window. @@ -1184,11 +1263,15 @@ typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); * * @ingroup window */ -typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); +typedef void (* GLFWwindowsizefun)(GLFWwindow* window, int width, int height); -/*! @brief The function signature for window close callbacks. +/*! @brief The function pointer type for window close callbacks. * - * This is the function signature for window close callback functions. + * This is the function pointer type for window close callbacks. A window + * close callback function has the following signature: + * @code + * void function_name(GLFWwindow* window) + * @endcode * * @param[in] window The window that the user attempted to close. * @@ -1200,11 +1283,15 @@ typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); * * @ingroup window */ -typedef void (* GLFWwindowclosefun)(GLFWwindow*); +typedef void (* GLFWwindowclosefun)(GLFWwindow* window); -/*! @brief The function signature for window content refresh callbacks. +/*! @brief The function pointer type for window content refresh callbacks. * - * This is the function signature for window refresh callback functions. + * This is the function pointer type for window content refresh callbacks. + * A window content refresh callback function has the following signature: + * @code + * void function_name(GLFWwindow* window); + * @endcode * * @param[in] window The window whose content needs to be refreshed. * @@ -1216,11 +1303,15 @@ typedef void (* GLFWwindowclosefun)(GLFWwindow*); * * @ingroup window */ -typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); +typedef void (* GLFWwindowrefreshfun)(GLFWwindow* window); -/*! @brief The function signature for window focus/defocus callbacks. +/*! @brief The function pointer type for window focus callbacks. * - * This is the function signature for window focus callback functions. + * This is the function pointer type for window focus callbacks. A window + * focus callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int focused) + * @endcode * * @param[in] window The window that gained or lost input focus. * @param[in] focused `GLFW_TRUE` if the window was given input focus, or @@ -1233,12 +1324,15 @@ typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); * * @ingroup window */ -typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); +typedef void (* GLFWwindowfocusfun)(GLFWwindow* window, int focused); -/*! @brief The function signature for window iconify/restore callbacks. +/*! @brief The function pointer type for window iconify callbacks. * - * This is the function signature for window iconify/restore callback - * functions. + * This is the function pointer type for window iconify callbacks. A window + * iconify callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int iconified) + * @endcode * * @param[in] window The window that was iconified or restored. * @param[in] iconified `GLFW_TRUE` if the window was iconified, or @@ -1251,15 +1345,18 @@ typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); * * @ingroup window */ -typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); +typedef void (* GLFWwindowiconifyfun)(GLFWwindow* window, int iconified); -/*! @brief The function signature for window maximize/restore callbacks. +/*! @brief The function pointer type for window maximize callbacks. * - * This is the function signature for window maximize/restore callback - * functions. + * This is the function pointer type for window maximize callbacks. A window + * maximize callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int maximized) + * @endcode * * @param[in] window The window that was maximized or restored. - * @param[in] iconified `GLFW_TRUE` if the window was maximized, or + * @param[in] maximized `GLFW_TRUE` if the window was maximized, or * `GLFW_FALSE` if it was restored. * * @sa @ref window_maximize @@ -1269,12 +1366,15 @@ typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); * * @ingroup window */ -typedef void (* GLFWwindowmaximizefun)(GLFWwindow*,int); +typedef void (* GLFWwindowmaximizefun)(GLFWwindow* window, int maximized); -/*! @brief The function signature for framebuffer resize callbacks. +/*! @brief The function pointer type for framebuffer size callbacks. * - * This is the function signature for framebuffer resize callback - * functions. + * This is the function pointer type for framebuffer size callbacks. + * A framebuffer size callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode * * @param[in] window The window whose framebuffer was resized. * @param[in] width The new width, in pixels, of the framebuffer. @@ -1287,12 +1387,15 @@ typedef void (* GLFWwindowmaximizefun)(GLFWwindow*,int); * * @ingroup window */ -typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); +typedef void (* GLFWframebuffersizefun)(GLFWwindow* window, int width, int height); -/*! @brief The function signature for window content scale callbacks. +/*! @brief The function pointer type for window content scale callbacks. * - * This is the function signature for window content scale callback - * functions. + * This is the function pointer type for window content scale callbacks. + * A window content scale callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, float xscale, float yscale) + * @endcode * * @param[in] window The window whose content scale changed. * @param[in] xscale The new x-axis content scale of the window. @@ -1305,16 +1408,21 @@ typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); * * @ingroup window */ -typedef void (* GLFWwindowcontentscalefun)(GLFWwindow*,float,float); +typedef void (* GLFWwindowcontentscalefun)(GLFWwindow* window, float xscale, float yscale); -/*! @brief The function signature for mouse button callbacks. +/*! @brief The function pointer type for mouse button callbacks. * - * This is the function signature for mouse button callback functions. + * This is the function pointer type for mouse button callback functions. + * A mouse button callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int button, int action, int mods) + * @endcode * * @param[in] window The window that received the event. * @param[in] button The [mouse button](@ref buttons) that was pressed or * released. - * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. + * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases + * may add more actions. * @param[in] mods Bit field describing which [modifier keys](@ref mods) were * held down. * @@ -1326,17 +1434,21 @@ typedef void (* GLFWwindowcontentscalefun)(GLFWwindow*,float,float); * * @ingroup input */ -typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); +typedef void (* GLFWmousebuttonfun)(GLFWwindow* window, int button, int action, int mods); -/*! @brief The function signature for cursor position callbacks. +/*! @brief The function pointer type for cursor position callbacks. * - * This is the function signature for cursor position callback functions. + * This is the function pointer type for cursor position callbacks. A cursor + * position callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, double xpos, double ypos); + * @endcode * * @param[in] window The window that received the event. * @param[in] xpos The new cursor x-coordinate, relative to the left edge of - * the client area. + * the content area. * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the - * client area. + * content area. * * @sa @ref cursor_pos * @sa @ref glfwSetCursorPosCallback @@ -1345,14 +1457,18 @@ typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); * * @ingroup input */ -typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); +typedef void (* GLFWcursorposfun)(GLFWwindow* window, double xpos, double ypos); -/*! @brief The function signature for cursor enter/leave callbacks. +/*! @brief The function pointer type for cursor enter/leave callbacks. * - * This is the function signature for cursor enter/leave callback functions. + * This is the function pointer type for cursor enter/leave callbacks. + * A cursor enter/leave callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int entered) + * @endcode * * @param[in] window The window that received the event. - * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client + * @param[in] entered `GLFW_TRUE` if the cursor entered the window's content * area, or `GLFW_FALSE` if it left it. * * @sa @ref cursor_enter @@ -1362,11 +1478,15 @@ typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); * * @ingroup input */ -typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); +typedef void (* GLFWcursorenterfun)(GLFWwindow* window, int entered); -/*! @brief The function signature for scroll callbacks. +/*! @brief The function pointer type for scroll callbacks. * - * This is the function signature for scroll callback functions. + * This is the function pointer type for scroll callbacks. A scroll callback + * function has the following signature: + * @code + * void function_name(GLFWwindow* window, double xoffset, double yoffset) + * @endcode * * @param[in] window The window that received the event. * @param[in] xoffset The scroll offset along the x-axis. @@ -1379,16 +1499,21 @@ typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); * * @ingroup input */ -typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); +typedef void (* GLFWscrollfun)(GLFWwindow* window, double xoffset, double yoffset); -/*! @brief The function signature for keyboard key callbacks. +/*! @brief The function pointer type for keyboard key callbacks. * - * This is the function signature for keyboard key callback functions. + * This is the function pointer type for keyboard key callbacks. A keyboard + * key callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int key, int scancode, int action, int mods) + * @endcode * * @param[in] window The window that received the event. * @param[in] key The [keyboard key](@ref keys) that was pressed or released. * @param[in] scancode The system-specific scancode of the key. - * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. + * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future + * releases may add more actions. * @param[in] mods Bit field describing which [modifier keys](@ref mods) were * held down. * @@ -1400,11 +1525,15 @@ typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); * * @ingroup input */ -typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); +typedef void (* GLFWkeyfun)(GLFWwindow* window, int key, int scancode, int action, int mods); -/*! @brief The function signature for Unicode character callbacks. +/*! @brief The function pointer type for Unicode character callbacks. * - * This is the function signature for Unicode character callback functions. + * This is the function pointer type for Unicode character callbacks. + * A Unicode character callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint) + * @endcode * * @param[in] window The window that received the event. * @param[in] codepoint The Unicode code point of the character. @@ -1417,14 +1546,18 @@ typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); * * @ingroup input */ -typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); +typedef void (* GLFWcharfun)(GLFWwindow* window, unsigned int codepoint); -/*! @brief The function signature for Unicode character with modifiers +/*! @brief The function pointer type for Unicode character with modifiers * callbacks. * - * This is the function signature for Unicode character with modifiers callback - * functions. It is called for each input character, regardless of what - * modifier keys are held down. + * This is the function pointer type for Unicode character with modifiers + * callbacks. It is called for each input character, regardless of what + * modifier keys are held down. A Unicode character with modifiers callback + * function has the following signature: + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint, int mods) + * @endcode * * @param[in] window The window that received the event. * @param[in] codepoint The Unicode code point of the character. @@ -1440,16 +1573,23 @@ typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); * * @ingroup input */ -typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); +typedef void (* GLFWcharmodsfun)(GLFWwindow* window, unsigned int codepoint, int mods); -/*! @brief The function signature for file drop callbacks. +/*! @brief The function pointer type for path drop callbacks. * - * This is the function signature for file drop callbacks. + * This is the function pointer type for path drop callbacks. A path drop + * callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int path_count, const char* paths[]) + * @endcode * * @param[in] window The window that received the event. - * @param[in] count The number of dropped files. + * @param[in] path_count The number of dropped paths. * @param[in] paths The UTF-8 encoded file and/or directory path names. * + * @pointer_lifetime The path array and its strings are valid until the + * callback function returns. + * * @sa @ref path_drop * @sa @ref glfwSetDropCallback * @@ -1457,15 +1597,19 @@ typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); * * @ingroup input */ -typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); +typedef void (* GLFWdropfun)(GLFWwindow* window, int path_count, const char* paths[]); -/*! @brief The function signature for monitor configuration callbacks. +/*! @brief The function pointer type for monitor configuration callbacks. * - * This is the function signature for monitor configuration callback functions. + * This is the function pointer type for monitor configuration callbacks. + * A monitor callback function has the following signature: + * @code + * void function_name(GLFWmonitor* monitor, int event) + * @endcode * * @param[in] monitor The monitor that was connected or disconnected. - * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Remaining - * values reserved for future use. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future + * releases may add more events. * * @sa @ref monitor_event * @sa @ref glfwSetMonitorCallback @@ -1474,16 +1618,19 @@ typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); * * @ingroup monitor */ -typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); +typedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event); -/*! @brief The function signature for joystick configuration callbacks. +/*! @brief The function pointer type for joystick configuration callbacks. * - * This is the function signature for joystick configuration callback - * functions. + * This is the function pointer type for joystick configuration callbacks. + * A joystick configuration callback function has the following signature: + * @code + * void function_name(int jid, int event) + * @endcode * * @param[in] jid The joystick that was connected or disconnected. - * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Remaining - * values reserved for future use. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future + * releases may add more events. * * @sa @ref joystick_event * @sa @ref glfwSetJoystickCallback @@ -1492,7 +1639,7 @@ typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); * * @ingroup input */ -typedef void (* GLFWjoystickfun)(int,int); +typedef void (* GLFWjoystickfun)(int jid, int event); /*! @brief Video mode type. * @@ -1567,6 +1714,8 @@ typedef struct GLFWgammaramp * * @since Added in version 2.1. * @glfw3 Removed format and bytes-per-pixel members. + * + * @ingroup window */ typedef struct GLFWimage { @@ -1589,6 +1738,8 @@ typedef struct GLFWimage * @sa @ref glfwGetGamepadState * * @since Added in version 3.3. + * + * @ingroup input */ typedef struct GLFWgamepadstate { @@ -1630,6 +1781,10 @@ typedef struct GLFWgamepadstate * bundle, if present. This can be disabled with the @ref * GLFW_COCOA_CHDIR_RESOURCES init hint. * + * @remark @x11 This function will set the `LC_CTYPE` category of the + * application locale according to the current environment if that category is + * still "C". This is because the "C" locale breaks Unicode text input. + * * @thread_safety This function must only be called from the main thread. * * @sa @ref intro_init @@ -1653,6 +1808,8 @@ GLFWAPI int glfwInit(void); * call this function, as it is called by @ref glfwInit before it returns * failure. * + * This function has no effect if GLFW is not initialized. + * * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. * * @remark This function may be called before @ref glfwInit. @@ -1814,10 +1971,17 @@ GLFWAPI int glfwGetError(const char** description); * Once set, the error callback remains set even after the library has been * terminated. * - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set. * + * @callback_signature + * @code + * void callback_name(int error_code, const char* description) + * @endcode + * For more information about the callback parameters, see the + * [callback pointer type](@ref GLFWerrorfun). + * * @errors None. * * @remark This function may be called before @ref glfwInit. @@ -1831,7 +1995,7 @@ GLFWAPI int glfwGetError(const char** description); * * @ingroup init */ -GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun); +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback); /*! @brief Returns the currently connected monitors. * @@ -1911,6 +2075,37 @@ GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); */ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); +/*! @brief Retrieves the work area of the monitor. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the work area of the specified monitor along with the work area + * size in screen coordinates. The work area is defined as the area of the + * monitor not occluded by the operating system task bar where present. If no + * task bar exists then the work area is the monitor resolution in screen + * coordinates. + * + * Any or all of the position and size arguments may be `NULL`. If an error + * occurs, all non-`NULL` position and size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * @param[out] width Where to store the monitor width, or `NULL`. + * @param[out] height Where to store the monitor height, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_workarea + * + * @since Added in version 3.3. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); + /*! @brief Returns the physical size of the monitor. * * This function returns the size, in millimetres, of the display area of the @@ -1932,8 +2127,8 @@ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * - * @remark @win32 calculates the returned physical size from the - * current resolution and system DPI instead of querying the monitor EDID data. + * @remark @win32 On Windows 8 and earlier the physical size is calculated from + * the current resolution and system DPI instead of querying the monitor EDID data. * * @thread_safety This function must only be called from the main thread. * @@ -1949,9 +2144,11 @@ GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* * * This function retrieves the content scale for the specified monitor. The * content scale is the ratio between the current DPI and the platform's - * default DPI. If you scale all pixel dimensions by this scale then your - * content should appear at an appropriate size. This is especially important - * for text and any UI elements. + * default DPI. This is especially important for text and any UI elements. If + * the pixel dimensions of your UI scaled by this look appropriate on your + * machine then it should appear at a reasonable size on other machines + * regardless of their DPI and scaling settings. This relies on the system DPI + * and scaling settings being somewhat correct. * * The content scale may depend on both the monitor resolution and pixel * density and on user settings. It may be very different from the raw DPI @@ -2057,11 +2254,18 @@ GLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor); * currently set callback. This is called when a monitor is connected to or * disconnected from the system. * - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWmonitor* monitor, int event) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWmonitorfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -2072,14 +2276,15 @@ GLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor); * * @ingroup monitor */ -GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun); +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback); /*! @brief Returns the available video modes for the specified monitor. * * This function returns an array of all video modes supported by the specified * monitor. The returned array is sorted in ascending order, first by color - * bit depth (the sum of all channel depths) and then by resolution area (the - * product of width and height). + * bit depth (the sum of all channel depths), then by resolution area (the + * product of width and height), then resolution width and finally by refresh + * rate. * * @param[in] monitor The monitor to query. * @param[out] count Where to store the number of video modes in the returned @@ -2137,9 +2342,9 @@ GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); /*! @brief Generates a gamma ramp and sets it for the specified monitor. * - * This function generates a 256-element gamma ramp from the specified exponent - * and then calls @ref glfwSetGammaRamp with it. The value must be a finite - * number greater than zero. + * This function generates an appropriately sized gamma ramp from the specified + * exponent and then calls @ref glfwSetGammaRamp with it. The value must be + * a finite number greater than zero. * * The software controlled gamma ramp is applied _in addition_ to the hardware * gamma correction, which today is usually an approximation of sRGB gamma. @@ -2155,7 +2360,7 @@ GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * - * @remark @wayland Gamma handling is a priviledged protocol, this function + * @remark @wayland Gamma handling is a privileged protocol, this function * will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. @@ -2179,7 +2384,7 @@ GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * - * @remark @wayland Gamma handling is a priviledged protocol, this function + * @remark @wayland Gamma handling is a privileged protocol, this function * will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR while * returning `NULL`. * @@ -2218,12 +2423,12 @@ GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * - * @remark Gamma ramp sizes other than 256 are not supported by all platforms - * or graphics hardware. + * @remark The size of the specified gamma ramp should match the size of the + * current ramp for that monitor. * * @remark @win32 The gamma ramp size must be 256. * - * @remark @wayland Gamma handling is a priviledged protocol, this function + * @remark @wayland Gamma handling is a privileged protocol, this function * will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified gamma ramp is copied before this function @@ -2442,7 +2647,7 @@ GLFWAPI void glfwWindowHintString(int hint, const char* value); * * @remark @macos When activating frame autosaving with * [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified - * window size and position may be overriden by previously saved values. + * window size and position may be overridden by previously saved values. * * @remark @x11 Some window managers will not respect the placement of * initially hidden windows. @@ -2455,15 +2660,18 @@ GLFWAPI void glfwWindowHintString(int hint, const char* value); * @remark @x11 The class part of the `WM_CLASS` window property will by * default be set to the window title passed to this function. The instance * part will use the contents of the `RESOURCE_NAME` environment variable, if - * present and not empty, or fall back to the window title. Set the @ref - * GLFW_X11_CLASS_NAME and @ref GLFW_X11_INSTANCE_NAME window hints to override - * this. - * - * @remark @wayland The window frame is currently very simple, only allowing - * window resize or move. A compositor can still emit close, maximize or - * fullscreen events, using for example a keybind mechanism. Additionally, - * the wp_viewporter protocol is required for this feature, otherwise the - * window will not be decorated. + * present and not empty, or fall back to the window title. Set the + * [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and + * [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to + * override this. + * + * @remark @wayland Compositors should implement the xdg-decoration protocol + * for GLFW to decorate the window properly. If this protocol isn't + * supported, or if the compositor prefers client-side decorations, a very + * simple fallback frame will be drawn using the wp_viewporter protocol. A + * compositor can still emit close, maximize or fullscreen events, using for + * instance a keybind mechanism. If neither of these protocols is supported, + * the window won't be decorated. * * @remark @wayland A full screen window will not attempt to change the mode, * no matter what the requested size or refresh rate. @@ -2599,8 +2807,8 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); * @param[in] images The images to create the icon from. This is ignored if * count is zero. * - * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref - * GLFW_PLATFORM_ERROR. + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified image data is copied before this function * returns. @@ -2625,19 +2833,19 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); */ GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); -/*! @brief Retrieves the position of the client area of the specified window. +/*! @brief Retrieves the position of the content area of the specified window. * * This function retrieves the position, in screen coordinates, of the - * upper-left corner of the client area of the specified window. + * upper-left corner of the content area of the specified window. * * Any or all of the position arguments may be `NULL`. If an error occurs, all * non-`NULL` position arguments will be set to zero. * * @param[in] window The window to query. * @param[out] xpos Where to store the x-coordinate of the upper-left corner of - * the client area, or `NULL`. + * the content area, or `NULL`. * @param[out] ypos Where to store the y-coordinate of the upper-left corner of - * the client area, or `NULL`. + * the content area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -2657,10 +2865,10 @@ GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* i */ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); -/*! @brief Sets the position of the client area of the specified window. +/*! @brief Sets the position of the content area of the specified window. * * This function sets the position, in screen coordinates, of the upper-left - * corner of the client area of the specified windowed mode window. If the + * corner of the content area of the specified windowed mode window. If the * window is a full screen window, this function does nothing. * * __Do not use this function__ to move an already visible window unless you @@ -2670,8 +2878,8 @@ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); * cannot and should not override these limits. * * @param[in] window The window to query. - * @param[in] xpos The x-coordinate of the upper-left corner of the client area. - * @param[in] ypos The y-coordinate of the upper-left corner of the client area. + * @param[in] xpos The x-coordinate of the upper-left corner of the content area. + * @param[in] ypos The y-coordinate of the upper-left corner of the content area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -2692,9 +2900,9 @@ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); */ GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); -/*! @brief Retrieves the size of the client area of the specified window. +/*! @brief Retrieves the size of the content area of the specified window. * - * This function retrieves the size, in screen coordinates, of the client area + * This function retrieves the size, in screen coordinates, of the content area * of the specified window. If you wish to retrieve the size of the * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. * @@ -2703,9 +2911,9 @@ GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); * * @param[in] window The window whose size to retrieve. * @param[out] width Where to store the width, in screen coordinates, of the - * client area, or `NULL`. + * content area, or `NULL`. * @param[out] height Where to store the height, in screen coordinates, of the - * client area, or `NULL`. + * content area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -2724,7 +2932,7 @@ GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); /*! @brief Sets the size limits of the specified window. * - * This function sets the size limits of the client area of the specified + * This function sets the size limits of the content area of the specified * window. If the window is full screen, the size limits only take effect * once it is made windowed. If the window is not resizable, this function * does nothing. @@ -2736,14 +2944,14 @@ GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); * dimensions and all must be greater than or equal to zero. * * @param[in] window The window to set limits for. - * @param[in] minwidth The minimum width, in screen coordinates, of the client + * @param[in] minwidth The minimum width, in screen coordinates, of the content * area, or `GLFW_DONT_CARE`. * @param[in] minheight The minimum height, in screen coordinates, of the - * client area, or `GLFW_DONT_CARE`. - * @param[in] maxwidth The maximum width, in screen coordinates, of the client + * content area, or `GLFW_DONT_CARE`. + * @param[in] maxwidth The maximum width, in screen coordinates, of the content * area, or `GLFW_DONT_CARE`. * @param[in] maxheight The maximum height, in screen coordinates, of the - * client area, or `GLFW_DONT_CARE`. + * content area, or `GLFW_DONT_CARE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. @@ -2767,7 +2975,7 @@ GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minhe /*! @brief Sets the aspect ratio of the specified window. * - * This function sets the required aspect ratio of the client area of the + * This function sets the required aspect ratio of the content area of the * specified window. If the window is full screen, the aspect ratio only takes * effect once it is made windowed. If the window is not resizable, this * function does nothing. @@ -2808,9 +3016,9 @@ GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minhe */ GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); -/*! @brief Sets the size of the client area of the specified window. +/*! @brief Sets the size of the content area of the specified window. * - * This function sets the size, in screen coordinates, of the client area of + * This function sets the size, in screen coordinates, of the content area of * the specified window. * * For full screen windows, this function updates the resolution of its desired @@ -2826,9 +3034,9 @@ GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); * * @param[in] window The window to resize. * @param[in] width The desired width, in screen coordinates, of the window - * client area. + * content area. * @param[in] height The desired height, in screen coordinates, of the window - * client area. + * content area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -2919,9 +3127,11 @@ GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int * * This function retrieves the content scale for the specified window. The * content scale is the ratio between the current DPI and the platform's - * default DPI. If you scale all pixel dimensions by this scale then your - * content should appear at an appropriate size. This is especially important - * for text and any UI elements. + * default DPI. This is especially important for text and any UI elements. If + * the pixel dimensions of your UI scaled by this look appropriate on your + * machine then it should appear at a reasonable size on other machines + * regardless of their DPI and scaling settings. This relies on the system DPI + * and scaling settings being somewhat correct. * * On systems where each monitors can have its own content scale, the window * content scale will depend on which monitor the system considers the window @@ -3008,18 +3218,15 @@ GLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity); * previously restored. If the window is already iconified, this function does * nothing. * - * If the specified window is a full screen window, the original monitor - * resolution is restored until the window is restored. + * If the specified window is a full screen window, GLFW restores the original + * video mode of the monitor. The window's desired video mode is set again + * when the window is restored. * * @param[in] window The window to iconify. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * - * @remark @wayland There is no concept of iconification in wl_shell, this - * function will emit @ref GLFW_PLATFORM_ERROR when using this deprecated - * protocol. - * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_iconify @@ -3039,8 +3246,8 @@ GLFWAPI void glfwIconifyWindow(GLFWwindow* window); * (minimized) or maximized. If the window is already restored, this function * does nothing. * - * If the specified window is a full screen window, the resolution chosen for - * the window is restored on the selected monitor. + * If the specified window is an iconified full screen window, its desired + * video mode is set again for its monitor when the window is restored. * * @param[in] window The window to restore. * @@ -3101,6 +3308,11 @@ GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * + * @remark @wayland Because Wayland wants every frame of the desktop to be + * complete, this function does not immediately make the window visible. + * Instead it will become visible the next time the window framebuffer is + * updated after this call. + * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_hide @@ -3232,7 +3444,7 @@ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); * The window position is ignored when setting a monitor. * * When the monitor is `NULL`, the position, width and height are used to - * place the window client area. The refresh rate is ignored when no monitor + * place the window content area. The refresh rate is ignored when no monitor * is specified. * * If you only wish to update the resolution of a full screen window or the @@ -3245,12 +3457,12 @@ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); * @param[in] window The window whose monitor, size or video mode to set. * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. * @param[in] xpos The desired x-coordinate of the upper-left corner of the - * client area. + * content area. * @param[in] ypos The desired y-coordinate of the upper-left corner of the - * client area. - * @param[in] width The desired with, in screen coordinates, of the client area - * or video mode. - * @param[in] height The desired height, in screen coordinates, of the client + * content area. + * @param[in] width The desired with, in screen coordinates, of the content + * area or video mode. + * @param[in] height The desired height, in screen coordinates, of the content * area or video mode. * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode, * or `GLFW_DONT_CARE`. @@ -3303,6 +3515,9 @@ GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int * errors. However, this function should not fail as long as it is passed * valid arguments and the library has been [initialized](@ref intro_init). * + * @remark @wayland The Wayland protocol provides no way to check whether a + * window is iconfied, so @ref GLFW_ICONIFIED always returns `GLFW_FALSE`. + * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_attribs @@ -3400,15 +3615,22 @@ GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); * * This function sets the position callback of the specified window, which is * called when the window is moved. The callback is provided with the - * position, in screen coordinates, of the upper-left corner of the client area - * of the window. + * position, in screen coordinates, of the upper-left corner of the content + * area of the window. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int xpos, int ypos) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowposfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @remark @wayland This callback will never be called, as there is no way for @@ -3422,20 +3644,27 @@ GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); * * @ingroup window */ -GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun); +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback); /*! @brief Sets the size callback for the specified window. * * This function sets the size callback of the specified window, which is * called when the window is resized. The callback is provided with the size, - * in screen coordinates, of the client area of the window. + * in screen coordinates, of the content area of the window. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowsizefun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3447,7 +3676,7 @@ GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindow * * @ingroup window */ -GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun); +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback); /*! @brief Sets the close callback for the specified window. * @@ -3461,11 +3690,18 @@ GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwind * The close callback is not triggered by @ref glfwDestroyWindow. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowclosefun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @remark @macos Selecting Quit from the application menu will trigger the @@ -3480,12 +3716,12 @@ GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwind * * @ingroup window */ -GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun); +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback); /*! @brief Sets the refresh callback for the specified window. * * This function sets the refresh callback of the specified window, which is - * called when the client area of the window needs to be redrawn, for example + * called when the content area of the window needs to be redrawn, for example * if the window has been exposed after having been covered by another window. * * On compositing window systems such as Aero, Compiz, Aqua or Wayland, where @@ -3493,11 +3729,18 @@ GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwi * very infrequently or never at all. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window); + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowrefreshfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3509,7 +3752,7 @@ GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwi * * @ingroup window */ -GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun); +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback); /*! @brief Sets the focus callback for the specified window. * @@ -3522,11 +3765,18 @@ GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GL * and @ref glfwSetMouseButtonCallback. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int focused) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowfocusfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3537,7 +3787,7 @@ GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GL * * @ingroup window */ -GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun); +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback); /*! @brief Sets the iconify callback for the specified window. * @@ -3545,15 +3795,22 @@ GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwi * is called when the window is iconified or restored. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int iconified) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowiconifyfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * - * @remark @wayland The wl_shell protocol has no concept of iconification, - * this callback will never be called when using this deprecated protocol. + * @remark @wayland The XDG-shell protocol has no event for iconification, so + * this callback will never be called. * * @thread_safety This function must only be called from the main thread. * @@ -3563,7 +3820,7 @@ GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwi * * @ingroup window */ -GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun); +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback); /*! @brief Sets the maximize callback for the specified window. * @@ -3571,11 +3828,18 @@ GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GL * is called when the window is maximized or restored. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int maximized) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowmaximizefun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3586,7 +3850,7 @@ GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GL * * @ingroup window */ -GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun cbfun); +GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback); /*! @brief Sets the framebuffer resize callback for the specified window. * @@ -3594,11 +3858,18 @@ GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, * which is called when the framebuffer of the specified window is resized. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWframebuffersizefun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3609,7 +3880,7 @@ GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, * * @ingroup window */ -GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun); +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback); /*! @brief Sets the window content scale callback for the specified window. * @@ -3617,11 +3888,18 @@ GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window * which is called when the content scale of the specified window changes. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, float xscale, float yscale) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowcontentscalefun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -3633,7 +3911,7 @@ GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window * * @ingroup window */ -GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun cbfun); +GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback); /*! @brief Processes all pending events. * @@ -3699,10 +3977,6 @@ GLFWAPI void glfwPollEvents(void); * GLFW will pass those events on to the application callbacks before * returning. * - * If no windows exist, this function returns immediately. For synchronization - * of threads in applications that do not create windows, use your threading - * library of choice. - * * Event processing is not required for joystick input to work. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref @@ -3750,14 +4024,13 @@ GLFWAPI void glfwWaitEvents(void); * GLFW will pass those events on to the application callbacks before * returning. * - * If no windows exist, this function returns immediately. For synchronization - * of threads in applications that do not create windows, use your threading - * library of choice. - * * Event processing is not required for joystick input to work. * * @param[in] timeout The maximum amount of time, in seconds, to wait. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. @@ -3777,10 +4050,6 @@ GLFWAPI void glfwWaitEventsTimeout(double timeout); * This function posts an empty event from the current thread to the event * queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return. * - * If no windows exist, this function returns immediately. For synchronization - * of threads in applications that do not create windows, use your threading - * library of choice. - * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * @@ -3800,11 +4069,13 @@ GLFWAPI void glfwPostEmptyEvent(void); * * This function returns the value of an input option for the specified window. * The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS, - * @ref GLFW_STICKY_MOUSE_BUTTONS or @ref GLFW_LOCK_KEY_MODS. + * @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or + * @ref GLFW_RAW_MOUSE_MOTION. * * @param[in] window The window to query. * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`, - * `GLFW_STICKY_MOUSE_BUTTONS` or `GLFW_LOCK_KEY_MODS`. + * `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or + * `GLFW_RAW_MOUSE_MOTION`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. @@ -3823,13 +4094,14 @@ GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); * * This function sets an input mode option for the specified window. The mode * must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS, - * @ref GLFW_STICKY_MOUSE_BUTTONS or @ref GLFW_LOCK_KEY_MODS. + * @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or + * @ref GLFW_RAW_MOUSE_MOTION. * * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor * modes: * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. - * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client - * area of the window but does not restrict the cursor from leaving. + * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the + * content area of the window but does not restrict the cursor from leaving. * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual * and unlimited cursor movement. This is useful for implementing for * example 3D camera controls. @@ -3855,9 +4127,16 @@ GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); * GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on, * and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on. * + * If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE` + * to enable raw (unscaled and unaccelerated) mouse motion when the cursor is + * disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported, + * attempting to set this will emit @ref GLFW_PLATFORM_ERROR. Call @ref + * glfwRawMouseMotionSupported to check for support. + * * @param[in] window The window whose input mode to set. * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`, - * `GLFW_STICKY_MOUSE_BUTTONS` or `GLFW_LOCK_KEY_MODS`. + * `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or + * `GLFW_RAW_MOUSE_MOTION`. * @param[in] value The new value of the specified input mode. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref @@ -3873,6 +4152,35 @@ GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); */ GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); +/*! @brief Returns whether raw mouse motion is supported. + * + * This function returns whether raw mouse motion is supported on the current + * system. This status does not change after GLFW has been initialized so you + * only need to check this once. If you attempt to enable raw motion on + * a system that does not support it, @ref GLFW_PLATFORM_ERROR will be emitted. + * + * Raw mouse motion is closer to the actual motion of the mouse across + * a surface. It is not affected by the scaling and acceleration applied to + * the motion of the desktop cursor. That processing is suitable for a cursor + * while raw motion is better for controlling for example a 3D camera. Because + * of this, raw mouse motion is only provided when the cursor is disabled. + * + * @return `GLFW_TRUE` if raw mouse motion is supported on the current machine, + * or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref raw_mouse_motion + * @sa @ref glfwSetInputMode + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwRawMouseMotionSupported(void); + /*! @brief Returns the layout-specific name of the specified printable key. * * This function returns the name of the specified printable key, encoded as @@ -3925,9 +4233,11 @@ GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * + * @remark The contents of the returned string may change when a keyboard + * layout change event is received. + * * @pointer_lifetime The returned string is allocated and freed by GLFW. You - * should not free it yourself. It is valid until the next call to @ref - * glfwGetKeyName, or until the library is terminated. + * should not free it yourself. It is valid until the library is terminated. * * @thread_safety This function must only be called from the main thread. * @@ -3968,8 +4278,7 @@ GLFWAPI int glfwGetKeyScancode(int key); * * This function returns the last state reported for the specified key to the * specified window. The returned state is one of `GLFW_PRESS` or - * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to - * the key callback. + * `GLFW_RELEASE`. The action `GLFW_REPEAT` is only reported to the key callback. * * If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns * `GLFW_PRESS` the first time you call it for a key that was pressed, even if @@ -4011,8 +4320,8 @@ GLFWAPI int glfwGetKey(GLFWwindow* window, int key); * `GLFW_RELEASE`. * * If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function - * `GLFW_PRESS` the first time you call it for a mouse button that was pressed, - * even if that mouse button has already been released. + * returns `GLFW_PRESS` the first time you call it for a mouse button that was + * pressed, even if that mouse button has already been released. * * @param[in] window The desired window. * @param[in] button The desired [mouse button](@ref buttons). @@ -4032,11 +4341,11 @@ GLFWAPI int glfwGetKey(GLFWwindow* window, int key); */ GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); -/*! @brief Retrieves the position of the cursor relative to the client area of +/*! @brief Retrieves the position of the cursor relative to the content area of * the window. * * This function returns the position of the cursor, in screen coordinates, - * relative to the upper-left corner of the client area of the specified + * relative to the upper-left corner of the content area of the specified * window. * * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor @@ -4052,9 +4361,9 @@ GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); * * @param[in] window The desired window. * @param[out] xpos Where to store the cursor x-coordinate, relative to the - * left edge of the client area, or `NULL`. + * left edge of the content area, or `NULL`. * @param[out] ypos Where to store the cursor y-coordinate, relative to the to - * top edge of the client area, or `NULL`. + * top edge of the content area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -4070,11 +4379,11 @@ GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); */ GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); -/*! @brief Sets the position of the cursor, relative to the client area of the +/*! @brief Sets the position of the cursor, relative to the content area of the * window. * * This function sets the position, in screen coordinates, of the cursor - * relative to the upper-left corner of the client area of the specified + * relative to the upper-left corner of the content area of the specified * window. The window must have input focus. If the window does not have * input focus when this function is called, it fails silently. * @@ -4089,9 +4398,9 @@ GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); * * @param[in] window The desired window. * @param[in] xpos The desired x-coordinate, relative to the left edge of the - * client area. + * content area. * @param[in] ypos The desired y-coordinate, relative to the top edge of the - * client area. + * content area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. @@ -4130,8 +4439,8 @@ GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); * @return The handle of the created cursor, or `NULL` if an * [error](@ref error_handling) occurred. * - * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref - * GLFW_PLATFORM_ERROR. + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified image data is copied before this function * returns. @@ -4201,7 +4510,7 @@ GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); /*! @brief Sets the cursor for the window. * * This function sets the cursor image to be used when the cursor is over the - * client area of the specified window. The set cursor will only be visible + * content area of the specified window. The set cursor will only be visible * when the [cursor mode](@ref cursor_mode) of the window is * `GLFW_CURSOR_NORMAL`. * @@ -4250,11 +4559,18 @@ GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); * scancode may be zero. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new key callback, or `NULL` to remove the currently + * @param[in] callback The new key callback, or `NULL` to remove the currently * set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int key, int scancode, int action, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWkeyfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4266,7 +4582,7 @@ GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); * * @ingroup input */ -GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback); /*! @brief Sets the Unicode character callback. * @@ -4283,16 +4599,21 @@ GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); * The character callback behaves as system text input normally does and will * not be called if modifier keys are held down that would prevent normal text * input on that platform, for example a Super (Command) key on macOS or Alt key - * on Windows. There is a - * [character with modifiers callback](@ref glfwSetCharModsCallback) that - * receives these events. + * on Windows. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcharfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4304,7 +4625,7 @@ GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); * * @ingroup input */ -GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback); /*! @brief Sets the Unicode character with modifiers callback. * @@ -4322,11 +4643,18 @@ GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); * [key callback](@ref glfwSetKeyCallback) instead. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or an * [error](@ref error_handling) occurred. * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcharmodsfun). + * * @deprecated Scheduled for removal in version 4.0. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. @@ -4339,7 +4667,7 @@ GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); * * @ingroup input */ -GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun); +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun callback); /*! @brief Sets the mouse button callback. * @@ -4353,11 +4681,18 @@ GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmods * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int button, int action, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWmousebuttonfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4369,21 +4704,28 @@ GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmods * * @ingroup input */ -GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun); +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback); /*! @brief Sets the cursor position callback. * * This function sets the cursor position callback of the specified window, * which is called when the cursor is moved. The callback is provided with the * position, in screen coordinates, relative to the upper-left corner of the - * client area of the window. + * content area of the window. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, double xpos, double ypos); + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcursorposfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4394,20 +4736,27 @@ GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmo * * @ingroup input */ -GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun); +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback); -/*! @brief Sets the cursor enter/exit callback. +/*! @brief Sets the cursor enter/leave callback. * * This function sets the cursor boundary crossing callback of the specified - * window, which is called when the cursor enters or leaves the client area of + * window, which is called when the cursor enters or leaves the content area of * the window. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int entered) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcursorenterfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4418,7 +4767,7 @@ GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursor * * @ingroup input */ -GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun); +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback); /*! @brief Sets the scroll callback. * @@ -4430,11 +4779,18 @@ GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcu * wheel or a touchpad scrolling area. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently - * set callback. + * @param[in] callback The new scroll callback, or `NULL` to remove the + * currently set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, double xoffset, double yoffset) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWscrollfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4445,12 +4801,12 @@ GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcu * * @ingroup input */ -GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun); +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback); -/*! @brief Sets the file drop callback. +/*! @brief Sets the path drop callback. * - * This function sets the file drop callback of the specified window, which is - * called when one or more dragged files are dropped on the window. + * This function sets the path drop callback of the specified window, which is + * called when one or more dragged paths are dropped on the window. * * Because the path array and its strings may have been generated specifically * for that event, they are not guaranteed to be valid after the callback has @@ -4458,11 +4814,18 @@ GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cb * make a deep copy. * * @param[in] window The window whose callback to set. - * @param[in] cbfun The new file drop callback, or `NULL` to remove the + * @param[in] callback The new file drop callback, or `NULL` to remove the * currently set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int path_count, const char* paths[]) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWdropfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @remark @wayland File drop is currently unimplemented. @@ -4475,7 +4838,7 @@ GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cb * * @ingroup input */ -GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun); +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback); /*! @brief Returns whether the specified joystick is present. * @@ -4581,7 +4944,7 @@ GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count); * Each element in the array is one of the following values: * * Name | Value - * --------------------- | -------------------------------- + * ---- | ----- * `GLFW_HAT_CENTERED` | 0 * `GLFW_HAT_UP` | 1 * `GLFW_HAT_RIGHT` | 2 @@ -4663,7 +5026,7 @@ GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count); */ GLFWAPI const char* glfwGetJoystickName(int jid); -/*! @brief Returns the SDL comaptible GUID of the specified joystick. +/*! @brief Returns the SDL compatible GUID of the specified joystick. * * This function returns the SDL compatible GUID, as a UTF-8 encoded * hexadecimal string, of the specified joystick. The returned string is @@ -4794,11 +5157,18 @@ GLFWAPI int glfwJoystickIsGamepad(int jid); * called by joystick functions. The function will then return whatever it * returns if the joystick is not present. * - * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * @param[in] callback The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * + * @callback_signature + * @code + * void function_name(int jid, int event) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWjoystickfun). + * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. @@ -4809,7 +5179,7 @@ GLFWAPI int glfwJoystickIsGamepad(int jid); * * @ingroup input */ -GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun); +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback); /*! @brief Adds the specified SDL_GameControllerDB gamepad mappings. * @@ -4860,6 +5230,8 @@ GLFWAPI int glfwUpdateGamepadMappings(const char* string); * joystick is not present, does not have a mapping or an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_ENUM. + * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified joystick is * disconnected, the gamepad mappings are updated or the library is terminated. @@ -4877,7 +5249,7 @@ GLFWAPI const char* glfwGetGamepadName(int jid); /*! @brief Retrieves the state of the specified joystick remapped as a gamepad. * - * This function retrives the state of the specified joystick remapped to + * This function retrieves the state of the specified joystick remapped to * an Xbox-like gamepad. * * If the specified joystick is not present or does not have a gamepad mapping @@ -4901,6 +5273,8 @@ GLFWAPI const char* glfwGetGamepadName(int jid); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. * + * @thread_safety This function must only be called from the main thread. + * * @sa @ref gamepad * @sa @ref glfwUpdateGamepadMappings * @sa @ref glfwJoystickIsGamepad @@ -4922,8 +5296,6 @@ GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state); * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * - * @remark @wayland Clipboard is currently unimplemented. - * * @pointer_lifetime The specified string is copied before this function * returns. * @@ -4949,10 +5321,8 @@ GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` * if an [error](@ref error_handling) occurred. * - * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref - * GLFW_PLATFORM_ERROR. - * - * @remark @wayland Clipboard is currently unimplemented. + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_FORMAT_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the next call to @ref @@ -4970,23 +5340,26 @@ GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); */ GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); -/*! @brief Returns the value of the GLFW timer. +/*! @brief Returns the GLFW time. + * + * This function returns the current GLFW time, in seconds. Unless the time + * has been set using @ref glfwSetTime it measures time elapsed since GLFW was + * initialized. * - * This function returns the value of the GLFW timer. Unless the timer has - * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW - * was initialized. + * This function and @ref glfwSetTime are helper functions on top of @ref + * glfwGetTimerFrequency and @ref glfwGetTimerValue. * * The resolution of the timer is system dependent, but is usually on the order * of a few micro- or nanoseconds. It uses the highest-resolution monotonic * time source on each supported platform. * - * @return The current value, in seconds, or zero if an + * @return The current time, in seconds, or zero if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Reading and - * writing of the internal timer offset is not atomic, so it needs to be + * writing of the internal base time is not atomic, so it needs to be * externally synchronized with calls to @ref glfwSetTime. * * @sa @ref time @@ -4997,23 +5370,26 @@ GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); */ GLFWAPI double glfwGetTime(void); -/*! @brief Sets the GLFW timer. +/*! @brief Sets the GLFW time. * - * This function sets the value of the GLFW timer. It then continues to count - * up from that value. The value must be a positive finite number less than - * or equal to 18446744073.0, which is approximately 584.5 years. + * This function sets the current GLFW time, in seconds. The value must be + * a positive finite number less than or equal to 18446744073.0, which is + * approximately 584.5 years. + * + * This function and @ref glfwGetTime are helper functions on top of @ref + * glfwGetTimerFrequency and @ref glfwGetTimerValue. * * @param[in] time The new value, in seconds. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_VALUE. * - * @remark The upper limit of the timer is calculated as + * @remark The upper limit of GLFW time is calculated as * floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations * storing nanoseconds in 64 bits. The limit may be increased in the future. * * @thread_safety This function may be called from any thread. Reading and - * writing of the internal timer offset is not atomic, so it needs to be + * writing of the internal base time is not atomic, so it needs to be * externally synchronized with calls to @ref glfwGetTime. * * @sa @ref time @@ -5290,13 +5666,11 @@ GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); * This function returns whether the Vulkan loader and any minimally functional * ICD have been found. * - * The availability of a Vulkan loader and even an ICD does not by itself - * guarantee that surface creation or even instance creation is possible. - * For example, on Fermi systems Nvidia will install an ICD that provides no - * actual Vulkan support. Call @ref glfwGetRequiredInstanceExtensions to check - * whether the extensions necessary for Vulkan surface creation are available - * and @ref glfwGetPhysicalDevicePresentationSupport to check whether a queue - * family of a physical device supports image presentation. + * The availability of a Vulkan loader and even an ICD does not by itself guarantee that + * surface creation or even instance creation is possible. Call @ref + * glfwGetRequiredInstanceExtensions to check whether the extensions necessary for Vulkan + * surface creation are available and @ref glfwGetPhysicalDevicePresentationSupport to + * check whether a queue family of a physical device supports image presentation. * * @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE` * otherwise. @@ -5317,7 +5691,7 @@ GLFWAPI int glfwVulkanSupported(void); * * This function returns an array of names of Vulkan instance extensions required * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the - * list will always contains `VK_KHR_surface`, so if you don't require any + * list will always contain `VK_KHR_surface`, so if you don't require any * additional extensions you can pass this list directly to the * `VkInstanceCreateInfo` struct. * @@ -5342,9 +5716,6 @@ GLFWAPI int glfwVulkanSupported(void); * returned array, as it is an error to specify an extension more than once in * the `VkInstanceCreateInfo` struct. * - * @remark @macos This function currently only supports the - * `VK_MVK_macos_surface` extension from MoltenVK. - * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is guaranteed to be valid only until the * library is terminated. @@ -5426,7 +5797,7 @@ GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* p * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. * * @remark @macos This function currently always returns `GLFW_TRUE`, as the - * `VK_MVK_macos_surface` extension does not provide + * `VK_MVK_macos_surface` and `VK_EXT_metal_surface` extensions do not provide * a `vkGetPhysicalDevice*PresentationSupport` type function. * * @thread_safety This function may be called from any thread. For @@ -5483,8 +5854,10 @@ GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhys * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should * eliminate almost all occurrences of these errors. * - * @remark @macos This function currently only supports the - * `VK_MVK_macos_surface` extension from MoltenVK. + * @remark @macos GLFW prefers the `VK_EXT_metal_surface` extension, with the + * `VK_MVK_macos_surface` extension as a fallback. The name of the selected + * extension, if any, is included in the array returned by @ref + * glfwGetRequiredInstanceExtensions. * * @remark @macos This function creates and sets a `CAMetalLayer` instance for * the window content view, which is required for MoltenVK to function. @@ -5525,6 +5898,7 @@ GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window */ #ifndef GLAPIENTRY #define GLAPIENTRY APIENTRY + #define GLFW_GLAPIENTRY_DEFINED #endif /* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */ diff --git a/raylib/examples/others/external/include/GLFW/glfw3native.h b/raylib/examples/others/external/include/GLFW/glfw3native.h index 4372cb7..7be0227 100644 --- a/raylib/examples/others/external/include/GLFW/glfw3native.h +++ b/raylib/examples/others/external/include/GLFW/glfw3native.h @@ -3,7 +3,7 @@ * A library for OpenGL, window and input *------------------------------------------------------------------------ * Copyright (c) 2002-2006 Marcus Geelnard - * Copyright (c) 2006-2016 Camilla Löwy <elmindreda@glfw.org> + * Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org> * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages @@ -62,7 +62,6 @@ extern "C" { * * `GLFW_EXPOSE_NATIVE_COCOA` * * `GLFW_EXPOSE_NATIVE_X11` * * `GLFW_EXPOSE_NATIVE_WAYLAND` - * * `GLFW_EXPOSE_NATIVE_MIR` * * The available context API macros are: * * `GLFW_EXPOSE_NATIVE_WGL` @@ -75,6 +74,16 @@ extern "C" { * and which platform-specific headers to include. It is then up your (by * definition platform-specific) code to handle which of these should be * defined. + * + * If you do not want the platform-specific headers to be included, define + * `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header. + * + * @code + * #define GLFW_EXPOSE_NATIVE_WIN32 + * #define GLFW_EXPOSE_NATIVE_WGL + * #define GLFW_NATIVE_INCLUDE_NONE + * #include <GLFW/glfw3native.h> + * @endcode */ @@ -82,46 +91,65 @@ extern "C" { * System headers and types *************************************************************************/ -#if defined(GLFW_EXPOSE_NATIVE_WIN32) - // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for - // example to allow applications to correctly declare a GL_ARB_debug_output - // callback) but windows.h assumes no one will define APIENTRY before it does - #if defined(GLFW_APIENTRY_DEFINED) - #undef APIENTRY - #undef GLFW_APIENTRY_DEFINED +#if !defined(GLFW_NATIVE_INCLUDE_NONE) + + #if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL) + /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for + * example to allow applications to correctly declare a GL_KHR_debug callback) + * but windows.h assumes no one will define APIENTRY before it does + */ + #if defined(GLFW_APIENTRY_DEFINED) + #undef APIENTRY + #undef GLFW_APIENTRY_DEFINED + #endif + #include <windows.h> + #elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL) + #if defined(__OBJC__) + #import <Cocoa/Cocoa.h> + #else + #include <ApplicationServices/ApplicationServices.h> + #include <objc/objc.h> + #endif + #elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX) + #include <X11/Xlib.h> + #include <X11/extensions/Xrandr.h> + #elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include <wayland-client.h> #endif - #include <windows.h> -#elif defined(GLFW_EXPOSE_NATIVE_COCOA) - #include <ApplicationServices/ApplicationServices.h> - #if defined(__OBJC__) - #import <Cocoa/Cocoa.h> - #else - typedef void* id; + + #if defined(GLFW_EXPOSE_NATIVE_WGL) + /* WGL is declared by windows.h */ + #endif + #if defined(GLFW_EXPOSE_NATIVE_NSGL) + /* NSGL is declared by Cocoa.h */ + #endif + #if defined(GLFW_EXPOSE_NATIVE_GLX) + /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by + * default it also acts as an OpenGL header + * However, glx.h will include gl.h, which will define it unconditionally + */ + #if defined(GLFW_GLAPIENTRY_DEFINED) + #undef GLAPIENTRY + #undef GLFW_GLAPIENTRY_DEFINED + #endif + #include <GL/glx.h> + #endif + #if defined(GLFW_EXPOSE_NATIVE_EGL) + #include <EGL/egl.h> + #endif + #if defined(GLFW_EXPOSE_NATIVE_OSMESA) + /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by + * default it also acts as an OpenGL header + * However, osmesa.h will include gl.h, which will define it unconditionally + */ + #if defined(GLFW_GLAPIENTRY_DEFINED) + #undef GLAPIENTRY + #undef GLFW_GLAPIENTRY_DEFINED + #endif + #include <GL/osmesa.h> #endif -#elif defined(GLFW_EXPOSE_NATIVE_X11) - #include <X11/Xlib.h> - #include <X11/extensions/Xrandr.h> -#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) - #include <wayland-client.h> -#elif defined(GLFW_EXPOSE_NATIVE_MIR) - #include <mir_toolkit/mir_client_library.h> -#endif -#if defined(GLFW_EXPOSE_NATIVE_WGL) - /* WGL is declared by windows.h */ -#endif -#if defined(GLFW_EXPOSE_NATIVE_NSGL) - /* NSGL is declared by Cocoa.h */ -#endif -#if defined(GLFW_EXPOSE_NATIVE_GLX) - #include <GL/glx.h> -#endif -#if defined(GLFW_EXPOSE_NATIVE_EGL) - #include <EGL/egl.h> -#endif -#if defined(GLFW_EXPOSE_NATIVE_OSMESA) - #include <GL/osmesa.h> -#endif +#endif /*GLFW_NATIVE_INCLUDE_NONE*/ /************************************************************************* @@ -135,6 +163,8 @@ extern "C" { * of the specified monitor, or `NULL` if an [error](@ref error_handling) * occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -150,6 +180,8 @@ GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor); * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -164,6 +196,16 @@ GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor); * @return The `HWND` of the specified window, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark The `HDC` associated with the window can be queried with the + * [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc) + * function. + * @code + * HDC dc = GetDC(glfwGetWin32Window(window)); + * @endcode + * This DC is private and does not need to be released. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -180,6 +222,17 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); * @return The `HGLRC` of the specified window, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * + * @remark The `HDC` associated with the window can be queried with the + * [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc) + * function. + * @code + * HDC dc = GetDC(glfwGetWin32Window(window)); + * @endcode + * This DC is private and does not need to be released. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -196,6 +249,8 @@ GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); * @return The `CGDirectDisplayID` of the specified monitor, or * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -210,6 +265,8 @@ GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor); * @return The `NSWindow` of the specified window, or `nil` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -226,6 +283,9 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); * @return The `NSOpenGLContext` of the specified window, or `nil` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -242,6 +302,8 @@ GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); * @return The `Display` used by GLFW, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -256,6 +318,8 @@ GLFWAPI Display* glfwGetX11Display(void); * @return The `RRCrtc` of the specified monitor, or `None` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -270,6 +334,8 @@ GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor); * @return The `RROutput` of the specified monitor, or `None` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -284,6 +350,8 @@ GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor); * @return The `Window` of the specified window, or `None` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -350,6 +418,9 @@ GLFWAPI const char* glfwGetX11SelectionString(void); * @return The `GLXContext` of the specified window, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -364,6 +435,9 @@ GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); * @return The `GLXWindow` of the specified window, or `None` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -380,6 +454,8 @@ GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window); * @return The `struct wl_display*` used by GLFW, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -394,6 +470,8 @@ GLFWAPI struct wl_display* glfwGetWaylandDisplay(void); * @return The `struct wl_output*` of the specified monitor, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -408,35 +486,7 @@ GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor); * @return The main `struct wl_surface*` of the specified window, or `NULL` if * an [error](@ref error_handling) occurred. * - * @thread_safety This function may be called from any thread. Access is not - * synchronized. - * - * @since Added in version 3.2. - * - * @ingroup native - */ -GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); -#endif - -#if defined(GLFW_EXPOSE_NATIVE_MIR) -/*! @brief Returns the `MirConnection*` used by GLFW. - * - * @return The `MirConnection*` used by GLFW, or `NULL` if an - * [error](@ref error_handling) occurred. - * - * @thread_safety This function may be called from any thread. Access is not - * synchronized. - * - * @since Added in version 3.2. - * - * @ingroup native - */ -GLFWAPI MirConnection* glfwGetMirDisplay(void); - -/*! @brief Returns the Mir output ID of the specified monitor. - * - * @return The Mir output ID of the specified monitor, or zero if an - * [error](@ref error_handling) occurred. + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Access is not * synchronized. @@ -445,21 +495,7 @@ GLFWAPI MirConnection* glfwGetMirDisplay(void); * * @ingroup native */ -GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor); - -/*! @brief Returns the `MirWindow*` of the specified window. - * - * @return The `MirWindow*` of the specified window, or `NULL` if an - * [error](@ref error_handling) occurred. - * - * @thread_safety This function may be called from any thread. Access is not - * synchronized. - * - * @since Added in version 3.2. - * - * @ingroup native - */ -GLFWAPI MirWindow* glfwGetMirWindow(GLFWwindow* window); +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); #endif #if defined(GLFW_EXPOSE_NATIVE_EGL) @@ -468,6 +504,11 @@ GLFWAPI MirWindow* glfwGetMirWindow(GLFWwindow* window); * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark Because EGL is initialized on demand, this function will return + * `EGL_NO_DISPLAY` until the first context has been created via EGL. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -482,6 +523,9 @@ GLFWAPI EGLDisplay glfwGetEGLDisplay(void); * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -496,6 +540,9 @@ GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -519,6 +566,9 @@ GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -540,6 +590,9 @@ GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * @@ -554,6 +607,9 @@ GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height * @return The `OSMesaContext` of the specified window, or `NULL` if an * [error](@ref error_handling) occurred. * + * @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref + * GLFW_NOT_INITIALIZED. + * * @thread_safety This function may be called from any thread. Access is not * synchronized. * diff --git a/raylib/examples/others/raymath_vector_angle.c b/raylib/examples/others/raymath_vector_angle.c index ad573f5..d0f8154 100644 --- a/raylib/examples/others/raymath_vector_angle.c +++ b/raylib/examples/others/raymath_vector_angle.c @@ -42,7 +42,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - float startangle; + float startangle = 0.0f; if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG; if (angleMode == 1) startangle = 0.0f; diff --git a/raylib/examples/others/rlgl_standalone.c b/raylib/examples/others/rlgl_standalone.c index 43cc328..ad5e5e9 100644 --- a/raylib/examples/others/rlgl_standalone.c +++ b/raylib/examples/others/rlgl_standalone.c @@ -5,8 +5,8 @@ * rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * -* NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 for shaders support, -* OpenGL 1.1 does not support shaders but it can also be used. +* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile. +* It could work on other platforms if redesigned for those platforms (out-of-scope) * * DEPENDENCIES: * glfw3 - Windows and context initialization library @@ -64,9 +64,6 @@ #define RAYMATH_STATIC_INLINE #include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality -#if defined(__EMSCRIPTEN__) - #define GLFW_INCLUDE_ES2 -#endif #include "GLFW/glfw3.h" // Windows/Context and inputs management #include <stdio.h> // Required for: printf() @@ -136,6 +133,8 @@ int main(void) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_DEPTH_BITS, 16); + + // WARNING: OpenGL 3.3 Core profile only glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); diff --git a/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs b/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs index 44d0834..82d0a75 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs @@ -6,30 +6,30 @@ precision mediump float; varying vec2 fragTexCoord; varying vec4 fragColor; -uniform vec2 screenDims; // Dimensions of the screen uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. // NOTE: Maximum number of shader for-loop iterations depend on GPU, // for example, on RasperryPi for this examply only supports up to 60 -const int MAX_ITERATIONS = 48; // Max iterations to do +const int maxIterations = 48; // Max iterations to do. +const float colorCycles = 1.0f; // Number of times the color palette repeats. // Square a complex number vec2 ComplexSquare(vec2 z) { return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 + z.x*z.x - z.y*z.y, + z.x*z.y*2.0f ); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); } void main() @@ -45,8 +45,8 @@ void main() If the number is below 2, we keep iterating. But when do we stop iterating if the number is always below 2 (it converges)? - That is what MAX_ITERATIONS is for. - Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can + That is what maxIterations is for. + Then we can divide the iterations by the maxIterations value to get a normalized value that we can then map to a color. We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. @@ -55,13 +55,15 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom); + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + z.x += offset.x; + z.y += offset.y; int iter = 0; for (int iterations = 0; iterations < 60; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; + if (dot(z, z) > 4.0f) break; iter = iterations; } @@ -72,12 +74,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0)); + float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f)); // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); + float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); } diff --git a/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs index 7367161..73531a8 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs @@ -18,12 +18,6 @@ uniform vec4 colDiffuse; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; diff --git a/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs b/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs index ec6c664..7ff401a 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs @@ -42,5 +42,5 @@ void main() tc += center; vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; - gl_FragColor = vec4(color.rgb, 1.0);; + gl_FragColor = vec4(color.rgb, 1.0); } diff --git a/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs b/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs new file mode 100644 index 0000000..392786a --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs @@ -0,0 +1,21 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D diffuseMap; +uniform vec4 tiling; + +// NOTE: Add here your custom variables + +void main() +{ + vec2 texCoord = fragTexCoord*tiling; + fragColor = texture2D(diffuseMap, texCoord); + + gl_FragColor = fragColor; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs index d9cfb44..8dda5a5 100644 --- a/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs @@ -16,12 +16,6 @@ uniform vec4 colDiffuse; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; diff --git a/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs new file mode 100644 index 0000000..c9c6a31 --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs @@ -0,0 +1,55 @@ +#version 330 core +out vec4 finalColor; + +in vec2 texCoord; +in vec2 texCoord2; + +uniform sampler2D gPosition; +uniform sampler2D gNormal; +uniform sampler2D gAlbedoSpec; + +struct Light { + int enabled; + int type; // Unused in this demo. + vec3 position; + vec3 target; // Unused in this demo. + vec4 color; +}; + +const int NR_LIGHTS = 4; +uniform Light lights[NR_LIGHTS]; +uniform vec3 viewPosition; + +const float QUADRATIC = 0.032; +const float LINEAR = 0.09; + +void main() { + vec3 fragPosition = texture(gPosition, texCoord).rgb; + vec3 normal = texture(gNormal, texCoord).rgb; + vec3 albedo = texture(gAlbedoSpec, texCoord).rgb; + float specular = texture(gAlbedoSpec, texCoord).a; + + vec3 ambient = albedo * vec3(0.1f); + vec3 viewDirection = normalize(viewPosition - fragPosition); + + for(int i = 0; i < NR_LIGHTS; ++i) + { + if(lights[i].enabled == 0) continue; + vec3 lightDirection = lights[i].position - fragPosition; + vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz; + + vec3 halfwayDirection = normalize(lightDirection + viewDirection); + float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); + vec3 specular = specular * spec * lights[i].color.xyz; + + // Attenuation + float distance = length(lights[i].position - fragPosition); + float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance); + diffuse *= attenuation; + specular *= attenuation; + ambient += diffuse + specular; + } + + finalColor = vec4(ambient, 1.0); +} + diff --git a/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs new file mode 100644 index 0000000..f2b1bd7 --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs @@ -0,0 +1,11 @@ +#version 330 core + +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; + +out vec2 texCoord; + +void main() { + gl_Position = vec4(vertexPosition, 1.0); + texCoord = vertexTexCoord; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs new file mode 100644 index 0000000..c86e20a --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs @@ -0,0 +1,22 @@ +#version 330 core +layout (location = 0) out vec3 gPosition; +layout (location = 1) out vec3 gNormal; +layout (location = 2) out vec4 gAlbedoSpec; + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec3 fragNormal; + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +void main() { + // store the fragment position vector in the first gbuffer texture + gPosition = fragPosition; + // also store the per-fragment normals into the gbuffer + gNormal = normalize(fragNormal); + // and the diffuse per-fragment color + gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb; + // store specular intensity in gAlbedoSpec's alpha component + gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs new file mode 100644 index 0000000..7d264ba --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs @@ -0,0 +1,24 @@ +#version 330 core +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; +layout (location = 2) in vec3 vertexNormal; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec3 fragNormal; + +uniform mat4 matModel; +uniform mat4 matView; +uniform mat4 matProjection; + +void main() +{ + vec4 worldPos = matModel * vec4(vertexPosition, 1.0); + fragPosition = worldPos.xyz; + fragTexCoord = vertexTexCoord; + + mat3 normalMatrix = transpose(inverse(mat3(matModel))); + fragNormal = normalMatrix * vertexNormal; + + gl_Position = matProjection * matView * worldPos; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs b/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs index c5ee0da..7a6f069 100644 --- a/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs +++ b/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs @@ -7,28 +7,28 @@ in vec4 fragColor; // Output fragment color out vec4 finalColor; -uniform vec2 screenDims; // Dimensions of the screen uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. -const int MAX_ITERATIONS = 255; // Max iterations to do. +const int maxIterations = 255; // Max iterations to do. +const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers. // Square a complex number vec2 ComplexSquare(vec2 z) { return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 + z.x*z.x - z.y*z.y, + z.x*z.y*2.0f ); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); } void main() @@ -44,8 +44,8 @@ void main() If the number is below 2, we keep iterating. But when do we stop iterating if the number is always below 2 (it converges)? - That is what MAX_ITERATIONS is for. - Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can + That is what maxIterations is for. + Then we can divide the iterations by the maxIterations value to get a normalized value that we can then map to a color. We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. @@ -54,14 +54,16 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom); + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + z.x += offset.x; + z.y += offset.y; int iterations = 0; - for (iterations = 0; iterations < MAX_ITERATIONS; iterations++) + for (iterations = 0; iterations < maxIterations; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; + if (dot(z, z) > 4.0f) break; } // Another few iterations decreases errors in the smoothing calculation. @@ -70,12 +72,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0)); + float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f)); // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); + float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0); - else finalColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); } diff --git a/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs index 58845c8..d1f3140 100644 --- a/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -19,12 +19,6 @@ out vec4 finalColor; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; diff --git a/raylib/examples/shaders/shader_texture_tiling.c b/raylib/examples/shaders/shader_texture_tiling.c deleted file mode 100644 index 868d6b8..0000000 --- a/raylib/examples/shaders/shader_texture_tiling.c +++ /dev/null @@ -1,94 +0,0 @@ -/******************************************************************************************* -* -* raylib [textures] example - Texture Tiling -* -* Example demonstrates how to tile a texture on a 3D model using raylib. -* -* Example contributed by Luís Almeida (https://github.com/luis605) -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2023 Luís Almeida (https://github.com/luis605) -* -********************************************************************************************/ - -#include "raylib.h" - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ - -int main(void) -{ - const int screenWidth = 800; - const int screenHeight = 600; - - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling"); - - SetTargetFPS(60); - - // Load a texture - Texture2D texture = LoadTexture("resources/raylib_logo.png"); - - // Create a cube mesh - Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); - - // Load the texture onto the GPU - Model model = LoadModelFromMesh(cube); - model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; - - // Set the tiling of the texture - float tiling[2] = {3.0f, 3.0f}; - Shader shader = LoadShader(0, "resources/shaders/glsl330/tiling.fs"); // Create a custom shader in a .glsl file - SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2); - model.materials[0].shader = shader; - - // Camera setup - Camera camera = { 0 }; - camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - - // Main game loop - while (!WindowShouldClose()) - { - // Update - //---------------------------------------------------------------------------------- - - BeginDrawing(); - ClearBackground(RAYWHITE); - UpdateCamera(&camera, CAMERA_FREE); - - // Draw the model - { - BeginMode3D(camera); - BeginShaderMode(shader); - - DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); - - EndShaderMode(); - EndMode3D(); - } - - DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY); - - EndDrawing(); - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - - UnloadTexture(texture); // Unload texture - UnloadModel(model); // Unload model - UnloadShader(shader); // Unload shader - - - CloseWindow(); // Close window and OpenGL context - - return 0; -} diff --git a/raylib/examples/shaders/shaders_custom_uniform.c b/raylib/examples/shaders/shaders_custom_uniform.c index 0a1a764..b3b8040 100644 --- a/raylib/examples/shaders/shaders_custom_uniform.c +++ b/raylib/examples/shaders/shaders_custom_uniform.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable +* raylib [shaders] example - Postprocessing with custom uniform variable * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. diff --git a/raylib/examples/shaders/shaders_deferred_render.c b/raylib/examples/shaders/shaders_deferred_render.c new file mode 100644 index 0000000..21d2af3 --- /dev/null +++ b/raylib/examples/shaders/shaders_deferred_render.c @@ -0,0 +1,336 @@ +/******************************************************************************************* +* +* raylib [shaders] example - deferred rendering +* +* NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0 +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Justin Andreas Lacoste (@27justin) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Justin Andreas Lacoste (@27justin) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "rlgl.h" +#include "raymath.h" + +#define RLIGHTS_IMPLEMENTATION +#include "rlights.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +#include <stdlib.h> // Required for: NULL + +#define MAX_CUBES 30 + +typedef struct GBuffer { + unsigned int framebuffer; + + unsigned int positionTexture; + unsigned int normalTexture; + unsigned int albedoSpecTexture; + + unsigned int depthRenderbuffer; +} GBuffer; + +typedef enum { + DEFERRED_POSITION, + DEFERRED_NORMAL, + DEFERRED_ALBEDO, + DEFERRED_SHADING +} DeferredMode; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + // ------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render"); + + Camera camera = { 0 }; + camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 60.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + // Load plane model from a generated mesh + Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); + Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f)); + + // Load geometry buffer (G-buffer) shader and deferred shader + Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs", + "resources/shaders/glsl330/gbuffer.fs"); + + Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs", + "resources/shaders/glsl330/deferred_shading.fs"); + deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition"); + + // Initialize the G-buffer + GBuffer gBuffer = { 0 }; + gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight); + + if (!gBuffer.framebuffer) + { + TraceLog(LOG_WARNING, "Failed to create framebuffer"); + exit(1); + } + + rlEnableFramebuffer(gBuffer.framebuffer); + + // Since we are storing position and normal data in these textures, + // we need to use a floating point format. + gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); + + gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); + // Albedo (diffuse color) and specular strength can be combined into one texture. + // The color in RGB, and the specular strength in the alpha channel. + gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + + // Activate the draw buffers for our framebuffer + rlActiveDrawBuffers(3); + + // Now we attach our textures to the framebuffer. + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0); + + // Finally we attach the depth buffer. + gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true); + rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); + + // Make sure our framebuffer is complete. + // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have + // to rlDisableFramebuffer() here. + if (!rlFramebufferComplete(gBuffer.framebuffer)) + { + TraceLog(LOG_WARNING, "Framebuffer is not complete"); + exit(1); + } + + // Now we initialize the sampler2D uniform's in the deferred shader. + // We do this by setting the uniform's value to the color channel slot we earlier + // bound our textures to. + rlEnableShader(deferredShader.id); + + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0); + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1); + rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2); + + rlDisableShader(); + + // Assign out lighting shader to model + model.materials[0].shader = gbufferShader; + cube.materials[0].shader = gbufferShader; + + // Create lights + //-------------------------------------------------------------------------------------- + Light lights[MAX_LIGHTS] = { 0 }; + lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader); + lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader); + lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader); + lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader); + + const float CUBE_SCALE = 0.25; + Vector3 cubePositions[MAX_CUBES] = { 0 }; + float cubeRotations[MAX_CUBES] = { 0 }; + + for (int i = 0; i < MAX_CUBES; i++) + { + cubePositions[i] = (Vector3){ + .x = (float)(rand()%10) - 5, + .y = (float)(rand()%5), + .z = (float)(rand()%10) - 5, + }; + + cubeRotations[i] = (float)(rand()%360); + } + + DeferredMode mode = DEFERRED_SHADING; + + rlEnableDepthTest(); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_ORBITAL); + + // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) + float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; + SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + + // Check key inputs to enable/disable lights + if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; } + if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; } + if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; } + if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } + + // Check key inputs to switch between G-buffer textures + if (IsKeyPressed(KEY_ONE)) mode = DEFERRED_POSITION; + if (IsKeyPressed(KEY_TWO)) mode = DEFERRED_NORMAL; + if (IsKeyPressed(KEY_THREE)) mode = DEFERRED_ALBEDO; + if (IsKeyPressed(KEY_FOUR)) mode = DEFERRED_SHADING; + + // Update light values (actually, only enable/disable them) + for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]); + //---------------------------------------------------------------------------------- + + // Draw + // --------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw to the geometry buffer by first activating it + rlEnableFramebuffer(gBuffer.framebuffer); + rlClearScreenBuffers(); // Clear color and depth buffer + + rlDisableColorBlend(); + BeginMode3D(camera); + // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader` + // will not work, as they won't immediately load the shader program. + rlEnableShader(gbufferShader.id); + // When drawing a model here, make sure that the material's shaders + // are set to the gbuffer shader! + DrawModel(model, Vector3Zero(), 1.0f, WHITE); + DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE); + + for (int i = 0; i < MAX_CUBES; i++) + { + Vector3 position = cubePositions[i]; + DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE); + } + + rlDisableShader(); + EndMode3D(); + rlEnableColorBlend(); + + // Go back to the default framebuffer (0) and draw our deferred shading. + rlDisableFramebuffer(); + rlClearScreenBuffers(); // Clear color & depth buffer + + switch (mode) + { + case DEFERRED_SHADING: + { + BeginMode3D(camera); + rlDisableColorBlend(); + rlEnableShader(deferredShader.id); + // Activate our g-buffer textures + // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`, + // and `gAlbedoSpec` + rlActiveTextureSlot(0); + rlEnableTexture(gBuffer.positionTexture); + rlActiveTextureSlot(1); + rlEnableTexture(gBuffer.normalTexture); + rlActiveTextureSlot(2); + rlEnableTexture(gBuffer.albedoSpecTexture); + + // Finally, we draw a fullscreen quad to our default framebuffer + // This will now be shaded using our deferred shader + rlLoadDrawQuad(); + rlDisableShader(); + rlEnableColorBlend(); + EndMode3D(); + + // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer. + rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer); + rlEnableFramebuffer(0); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT + rlDisableFramebuffer(); + + // Since our shader is now done and disabled, we can draw our lights in default + // forward rendering + BeginMode3D(camera); + rlEnableShader(rlGetShaderIdDefault()); + for(int i = 0; i < MAX_LIGHTS; i++) + { + if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color); + else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f)); + } + rlDisableShader(); + EndMode3D(); + DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN); + } break; + + case DEFERRED_POSITION: + { + DrawTextureRec((Texture2D){ + .id = gBuffer.positionTexture, + .width = screenWidth, + .height = screenHeight, + }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); + } break; + + case DEFERRED_NORMAL: + { + DrawTextureRec((Texture2D){ + .id = gBuffer.normalTexture, + .width = screenWidth, + .height = screenHeight, + }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); + } break; + + case DEFERRED_ALBEDO: + { + DrawTextureRec((Texture2D){ + .id = gBuffer.albedoSpecTexture, + .width = screenWidth, + .height = screenHeight, + }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); + } break; + } + + DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, DARKGRAY); + DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY); + + DrawFPS(10, 10); + + EndDrawing(); + // ----------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload the models + UnloadModel(cube); + + UnloadShader(deferredShader); // Unload shaders + UnloadShader(gbufferShader); + + // Unload geometry buffer and all attached textures + rlUnloadFramebuffer(gBuffer.framebuffer); + rlUnloadTexture(gBuffer.positionTexture); + rlUnloadTexture(gBuffer.normalTexture); + rlUnloadTexture(gBuffer.albedoSpecTexture); + rlUnloadTexture(gBuffer.depthRenderbuffer); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + diff --git a/raylib/examples/shaders/shaders_deferred_render.png b/raylib/examples/shaders/shaders_deferred_render.png Binary files differnew file mode 100644 index 0000000..90fa012 --- /dev/null +++ b/raylib/examples/shaders/shaders_deferred_render.png diff --git a/raylib/examples/shaders/shaders_hybrid_render.c b/raylib/examples/shaders/shaders_hybrid_render.c index 53e14b8..6242b30 100644 --- a/raylib/examples/shaders/shaders_hybrid_render.c +++ b/raylib/examples/shaders/shaders_hybrid_render.c @@ -1,4 +1,4 @@ -/******************************************************************************************* +/******************************************************************************************* * * raylib [shaders] example - Hybrid Rendering * @@ -68,7 +68,7 @@ int main(void) marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter"); // Transfer screenCenter position to shader. Which is used to calculate ray direction. - Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0}; + Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f}; SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2); // Use Customized function to create writable depth texture buffer @@ -84,7 +84,7 @@ int main(void) }; // Camera FOV is pre-calculated in the camera Distance. - double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD)); + float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -113,7 +113,7 @@ int main(void) // Raymarch Scene rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods. BeginShaderMode(shdrRaymarch); - DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE); + DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE); EndShaderMode(); // Raserize Scene @@ -132,7 +132,7 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE); + DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/raylib/examples/shaders/shaders_julia_set.c b/raylib/examples/shaders/shaders_julia_set.c index aebb287..608d3b5 100644 --- a/raylib/examples/shaders/shaders_julia_set.c +++ b/raylib/examples/shaders/shaders_julia_set.c @@ -9,12 +9,12 @@ * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * -* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * -* Copyright (c) 2019-2023 eggmund (@eggmund) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2023 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -37,6 +37,13 @@ const float pointsOfInterest[6][2] = { -0.70176f, -0.3842f }, }; +const int screenWidth = 800; +const int screenHeight = 450; +const float zoomSpeed = 1.01f; +const float offsetSpeedMul = 2.0f; + +const float startingZoom = 0.75f; + //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -44,10 +51,6 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - //SetConfigFlags(FLAG_WINDOW_HIGHDPI); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets"); // Load julia set shader @@ -61,10 +64,8 @@ int main(void) float c[2] = { pointsOfInterest[0][0], pointsOfInterest[0][1] }; // Offset and zoom to draw the julia set at. (centered on screen and default size) - float offset[2] = { -(float)GetScreenWidth()/2, -(float)GetScreenHeight()/2 }; - float zoom = 1.0f; - - Vector2 offsetSpeed = { 0.0f, 0.0f }; + float offset[2] = { 0.0f, 0.0f }; + float zoom = startingZoom; // Get variable (uniform) locations on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 @@ -72,17 +73,13 @@ int main(void) int zoomLoc = GetShaderLocation(shader, "zoom"); int offsetLoc = GetShaderLocation(shader, "offset"); - // Tell the shader what the screen dimensions, zoom, offset and c are - float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; - SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); - + // Upload the shader uniform values! SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); int incrementSpeed = 0; // Multiplier of speed to change c value bool showControls = true; // Show controls - bool pause = false; // Pause animation SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -110,42 +107,50 @@ int main(void) SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } - if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) - if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls - - if (!pause) + // If "R" is pressed, reset zoom and offset. + if (IsKeyPressed(KEY_R)) { - if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; - else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--; - - // TODO: The idea is to zoom and move around with mouse - // Probably offset movement should be proportional to zoom level - if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) - { - if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f; - if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f; - - Vector2 mousePos = GetMousePosition(); + zoom = startingZoom; + offset[0] = 0.0f; + offset[1] = 0.0f; + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); + } - offsetSpeed.x = mousePos.x -(float)screenWidth/2; - offsetSpeed.y = mousePos.y -(float)screenHeight/2; + if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change) + if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls - // Slowly move camera to targetOffset - offset[0] += GetFrameTime()*offsetSpeed.x*0.8f; - offset[1] += GetFrameTime()*offsetSpeed.y*0.8f; - } - else offsetSpeed = (Vector2){ 0.0f, 0.0f }; + if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; + else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--; + // If either left or right button is pressed, zoom in/out. + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + { + // Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out. + zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed; + + const Vector2 mousePos = GetMousePosition(); + Vector2 offsetVelocity; + // Find the velocity at which to change the camera. Take the distance of the mouse + // from the center of the screen as the direction, and adjust magnitude based on + // the current zoom. + offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom; + offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom; + + // Apply move velocity to camera + offset[0] += GetFrameTime()*offsetVelocity.x; + offset[1] += GetFrameTime()*offsetVelocity.y; + + // Update the shader uniform values! SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); - - // Increment c value with time - float amount = GetFrameTime()*incrementSpeed*0.0005f; - c[0] += amount; - c[1] += amount; - - SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } + + // Increment c value with time + const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f; + c[0] += dc; + c[1] += dc; + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); //---------------------------------------------------------------------------------- // Draw @@ -178,7 +183,8 @@ int main(void) DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, RAYWHITE); DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE); DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE); - DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE); + DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, RAYWHITE); + DrawText("Press KEY_R to recenter the camera", 10, 90, 10, RAYWHITE); } EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/raylib/examples/shaders/shaders_raymarching.c b/raylib/examples/shaders/shaders_raymarching.c index e9b7755..ff403e6 100644 --- a/raylib/examples/shaders/shaders_raymarching.c +++ b/raylib/examples/shaders/shaders_raymarching.c @@ -82,7 +82,8 @@ int main(void) // Check if screen is resized if (IsWindowResized()) { - float resolution[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; + resolution[0] = (float)GetScreenWidth(); + resolution[1] = (float)GetScreenHeight(); SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } //---------------------------------------------------------------------------------- diff --git a/raylib/examples/shaders/shaders_texture_tiling.c b/raylib/examples/shaders/shaders_texture_tiling.c new file mode 100644 index 0000000..0d07bdf --- /dev/null +++ b/raylib/examples/shaders/shaders_texture_tiling.c @@ -0,0 +1,105 @@ +/******************************************************************************************* +* +* raylib [shaders] example - texture tiling +* +* Example demonstrates how to tile a texture on a 3D model using raylib. +* +* Example contributed by Luis Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Luis Almeida (@luis605) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling"); + + // Define the camera to look into our 3d world + Camera3D camera = { 0 }; + camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera projection type + + // Load a cube model + Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); + Model model = LoadModelFromMesh(cube); + + // Load a texture and assign to cube model + Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + + // Set the texture tiling using a shader + float tiling[2] = { 3.0f, 3.0f }; + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION)); + SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2); + model.materials[0].shader = shader; + + DisableCursor(); // Limit cursor to relative movement inside the window + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_FREE); + + if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + BeginShaderMode(shader); + DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE); + EndShaderMode(); + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload model + UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/raylib/examples/shaders/shaders_texture_tiling.png b/raylib/examples/shaders/shaders_texture_tiling.png Binary files differnew file mode 100644 index 0000000..5dfe76e --- /dev/null +++ b/raylib/examples/shaders/shaders_texture_tiling.png diff --git a/raylib/examples/shaders/shaders_write_depth.c b/raylib/examples/shaders/shaders_write_depth.c index d9e40d0..3169724 100644 --- a/raylib/examples/shaders/shaders_write_depth.c +++ b/raylib/examples/shaders/shaders_write_depth.c @@ -1,4 +1,4 @@ -/******************************************************************************************* +/******************************************************************************************* * * raylib [shaders] example - Depth buffer writing * @@ -92,7 +92,7 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE); + DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/raylib/examples/shapes/raygui.h b/raylib/examples/shapes/raygui.h index 26d6bac..9127710 100644 --- a/raylib/examples/shapes/raygui.h +++ b/raylib/examples/shapes/raygui.h @@ -136,7 +136,7 @@ * * #define RAYGUI_DEBUG_RECS_BOUNDS * Draw control bounds rectangles for debug -* +* * #define RAYGUI_DEBUG_TEXT_BOUNDS * Draw text bounds rectangles for debug * @@ -246,7 +246,7 @@ * 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria. * * DEPENDENCIES: -* raylib 4.6-dev Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing +* raylib 5.0 - Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing * * STANDALONE MODE: * By default raygui depends on raylib mostly for the inputs and the drawing functionality but that dependency can be disabled @@ -498,7 +498,7 @@ typedef enum { typedef enum { // Default -> populates to all controls when set DEFAULT = 0, - + // Basic controls LABEL, // Used also for: LABELBUTTON BUTTON, @@ -1775,7 +1775,7 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector { #define RAYGUI_MIN_SCROLLBAR_WIDTH 40 #define RAYGUI_MIN_SCROLLBAR_HEIGHT 40 - + int result = 0; GuiState state = guiState; float mouseWheelSpeed = 20.0f; // Default movement speed with mouse wheel @@ -1806,27 +1806,27 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0; int verticalScrollBarWidth = hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0; - Rectangle horizontalScrollBar = { - (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), - (float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), - (float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), - (float)horizontalScrollBarWidth + Rectangle horizontalScrollBar = { + (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)horizontalScrollBarWidth }; - Rectangle verticalScrollBar = { - (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), - (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), - (float)verticalScrollBarWidth, - (float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) + Rectangle verticalScrollBar = { + (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), + (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)verticalScrollBarWidth, + (float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) }; // Make sure scroll bars have a minimum width/height // NOTE: If content >>> bounds, size could be very small or even 0 - if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) + if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) { horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH; mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.height vs bounds.height } - if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) + if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) { verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT; mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.width vs bounds.width @@ -2155,7 +2155,7 @@ int GuiToggleSlider(Rectangle bounds, const char *text, int *active) } else state = STATE_FOCUSED; } - + if ((*active) && (state != STATE_FOCUSED)) state = STATE_PRESSED; } @@ -2625,8 +2625,6 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if (CheckCollisionPointRec(mousePosition, textBounds)) // Mouse hover text { float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/(float)guiFont.baseSize; - int codepoint = 0; - int codepointSize = 0; int codepointIndex = 0; float glyphWidth = 0.0f; float widthToMouseX = 0; @@ -2646,7 +2644,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) mouseCursorIndex = i; break; } - + widthToMouseX += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); } @@ -2655,7 +2653,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2)) { mouseCursor.x = textBounds.x + textEndWidth; - mouseCursorIndex = strlen(text); + mouseCursorIndex = (int)strlen(text); } // Place cursor at required index on mouse click @@ -2743,7 +2741,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int bufferSize, bool editMode GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_NONE); GuiSetStyle(TEXTBOX, TEXT_READONLY, 0); - + return pressed; } */ @@ -2937,6 +2935,7 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue, int sliderWidth) { int result = 0; + float oldValue = *value; GuiState state = guiState; float temp = (maxValue - minValue)/2.0f; @@ -3006,6 +3005,10 @@ int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, else if (*value < minValue) *value = minValue; } + // Control value change check + if(oldValue == *value) result = 0; + else result = 1; + // Bar limits check if (sliderWidth > 0) // Slider { @@ -3085,7 +3088,7 @@ int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight if (*value > maxValue) *value = maxValue; // WARNING: Working with floats could lead to rounding issues - if ((state != STATE_DISABLED)) progress.width = (float)(*value/(maxValue - minValue))*bounds.width - ((*value >= maxValue) ? (float)(2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)) : 0.0f); + if ((state != STATE_DISABLED)) progress.width = (float)(*value/(maxValue - minValue))*bounds.width - ((*value >= maxValue)? (float)(2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)) : 0.0f); //-------------------------------------------------------------------- // Draw control @@ -3366,8 +3369,7 @@ int GuiColorPanel(Rectangle bounds, const char *text, Color *color) pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value - float hue = -1.0f; - Vector3 maxHue = { hue >= 0.0f ? hue : hsv.x, 1.0f, 1.0f }; + Vector3 maxHue = { hsv.x, 1.0f, 1.0f }; Vector3 rgbHue = ConvertHSVtoRGB(maxHue); Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x), (unsigned char)(255.0f*rgbHue.y), @@ -3680,8 +3682,7 @@ int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) pickerSelector.x = bounds.x + (float)colorHsv->y*bounds.width; // HSV: Saturation pickerSelector.y = bounds.y + (1.0f - (float)colorHsv->z)*bounds.height; // HSV: Value - float hue = -1.0f; - Vector3 maxHue = { hue >= 0.0f ? hue : colorHsv->x, 1.0f, 1.0f }; + Vector3 maxHue = { colorHsv->x, 1.0f, 1.0f }; Vector3 rgbHue = ConvertHSVtoRGB(maxHue); Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x), (unsigned char)(255.0f*rgbHue.y), @@ -3894,12 +3895,14 @@ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vect GuiState state = guiState; Vector2 mousePoint = GetMousePosition(); - Vector2 currentMouseCell = { 0 }; + Vector2 currentMouseCell = { -1, -1 }; float spaceWidth = spacing/(float)subdivs; int linesV = (int)(bounds.width/spaceWidth) + 1; int linesH = (int)(bounds.height/spaceWidth) + 1; + int color = GuiGetStyle(DEFAULT, LINE_COLOR); + // Update control //-------------------------------------------------------------------- if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) @@ -3915,28 +3918,23 @@ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vect // Draw control //-------------------------------------------------------------------- - switch (state) + if (state == STATE_DISABLED) color = GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED); + + if (subdivs > 0) { - case STATE_NORMAL: + // Draw vertical grid lines + for (int i = 0; i < linesV; i++) { - if (subdivs > 0) - { - // Draw vertical grid lines - for (int i = 0; i < linesV; i++) - { - Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height }; - GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA)); - } + Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height }; + GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); + } - // Draw horizontal grid lines - for (int i = 0; i < linesH; i++) - { - Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 }; - GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA)); - } - } - } break; - default: break; + // Draw horizontal grid lines + for (int i = 0; i < linesH; i++) + { + Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 }; + GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); + } } if (mouseCell != NULL) *mouseCell = currentMouseCell; @@ -4101,7 +4099,7 @@ void GuiLoadStyleDefault(void) GuiSetStyle(DEFAULT, BORDER_WIDTH, 1); GuiSetStyle(DEFAULT, TEXT_PADDING, 0); GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); - + // Initialize default extended property values // NOTE: By default, extended property values are initialized to 0 GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls @@ -4189,7 +4187,7 @@ const char *GuiIconText(int iconId, const char *text) return NULL; #else static char buffer[1024] = { 0 }; - static char iconBuffer[6] = { 0 }; + static char iconBuffer[16] = { 0 }; if (text != NULL) { @@ -4206,7 +4204,7 @@ const char *GuiIconText(int iconId, const char *text) } else { - sprintf(iconBuffer, "#%03i#", iconId & 0x1ff); + sprintf(iconBuffer, "#%03i#", iconId); return iconBuffer; } @@ -4876,7 +4874,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint else { - // TODO: There are multiple types of spaces in Unicode, + // TODO: There are multiple types of spaces in Unicode, // maybe it's a good idea to add support for more: http://jkorpela.fi/chars/spaces.html if ((codepoint != ' ') && (codepoint != '\t')) // Do not draw codepoints with no glyph { @@ -4888,7 +4886,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); } } - else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) + else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) { // Draw only glyphs inside the bounds if ((textBoundsPosition.y + textOffsetY) <= (textBounds.y + textBounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE))) diff --git a/raylib/examples/shapes/shapes_bouncing_ball.c b/raylib/examples/shapes/shapes_bouncing_ball.c index 203d88a..38fade6 100644 --- a/raylib/examples/shapes/shapes_bouncing_ball.c +++ b/raylib/examples/shapes/shapes_bouncing_ball.c @@ -67,9 +67,6 @@ int main(void) // On pause, we draw a blinking message if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); - DrawCircle(400.5, 300.5, 50, BLACK); - DrawCircle(528.0, 172.0, 26, BLACK); - DrawFPS(10, 10); EndDrawing(); diff --git a/raylib/examples/shapes/shapes_draw_circle_sector.c b/raylib/examples/shapes/shapes_draw_circle_sector.c index 1c283e1..90e8e6a 100644 --- a/raylib/examples/shapes/shapes_draw_circle_sector.c +++ b/raylib/examples/shapes/shapes_draw_circle_sector.c @@ -70,7 +70,7 @@ int main(void) GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100); //------------------------------------------------------------------------------ - minSegments = (int)ceilf((endAngle - startAngle) / 90); + minSegments = truncf(ceilf((endAngle - startAngle) / 90)); DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY); DrawFPS(10, 10); diff --git a/raylib/examples/shapes/shapes_lines_bezier.c b/raylib/examples/shapes/shapes_lines_bezier.c index f015768..aaad680 100644 --- a/raylib/examples/shapes/shapes_lines_bezier.c +++ b/raylib/examples/shapes/shapes_lines_bezier.c @@ -26,11 +26,10 @@ int main(void) SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines"); - Vector2 start = { 0, 0 }; - Vector2 end = { (float)screenWidth, (float)screenHeight }; - - Vector2 startControl = { 100, 0 }; - Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() }; + Vector2 startPoint = { 30, 30 }; + Vector2 endPoint = { (float)screenWidth - 30, (float)screenHeight - 30 }; + bool moveStartPoint = false; + bool moveEndPoint = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -40,15 +39,21 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - if (IsKeyDown(KEY_LEFT_CONTROL)) + Vector2 mouse = GetMousePosition(); + + if (CheckCollisionPointCircle(mouse, startPoint, 10.0f) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) moveStartPoint = true; + else if (CheckCollisionPointCircle(mouse, endPoint, 10.0f) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) moveEndPoint = true; + + if (moveStartPoint) { - if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) startControl = GetMousePosition(); - else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) endControl = GetMousePosition(); + startPoint = mouse; + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) moveStartPoint = false; } - else + + if (moveEndPoint) { - if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) start = GetMousePosition(); - else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) end = GetMousePosition(); + endPoint = mouse; + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) moveEndPoint = false; } //---------------------------------------------------------------------------------- @@ -58,16 +63,14 @@ int main(void) ClearBackground(RAYWHITE); - DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY); + DrawText("MOVE START-END POINTS WITH MOUSE", 15, 20, 20, GRAY); - //DrawLineBezier(start, end, 2.0f, RED); - - DrawLineBezierCubic(start, end, startControl, endControl, 2.0f, RED); + // Draw line Cubic Bezier, in-out interpolation (easing), no control points + DrawLineBezier(startPoint, endPoint, 4.0f, BLUE); - DrawLineEx(start, startControl, 1.0, LIGHTGRAY); - DrawLineEx(end, endControl, 1.0, LIGHTGRAY); - DrawCircleV(startControl, 10, RED); - DrawCircleV(endControl, 10, RED); + // Draw start-end spline circles with some details + DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14 : 8, moveStartPoint? RED : BLUE); + DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14 : 8, moveEndPoint? RED : BLUE); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/raylib/examples/shapes/shapes_lines_bezier.png b/raylib/examples/shapes/shapes_lines_bezier.png Binary files differindex 390a49a..aa5edf3 100644 --- a/raylib/examples/shapes/shapes_lines_bezier.png +++ b/raylib/examples/shapes/shapes_lines_bezier.png diff --git a/raylib/examples/shapes/shapes_lines_splines.c b/raylib/examples/shapes/shapes_lines_splines.c deleted file mode 100644 index c020c60..0000000 --- a/raylib/examples/shapes/shapes_lines_splines.c +++ /dev/null @@ -1,155 +0,0 @@ -/******************************************************************************************* -* -* raylib [shapes] example - splines drawing -* -* Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2023 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define MAX_CONTROL_POINTS 32 - -typedef struct { - Vector2 start; - Vector2 end; -} ControlPoint; - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing"); - - Vector2 points[MAX_CONTROL_POINTS] = { - { 100.0f, 200.0f }, - { 300.0f, 400.0f }, - { 500.0f, 300.0f }, - { 700.0f, 100.0f }, - { 200.0f, 100.0f }, - }; - - int pointCount = 5; - int selectedPoint = -1; - - int splineType = 0; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier - - // Cubic Bezier control points - ControlPoint control[MAX_CONTROL_POINTS] = { 0 }; - for (int i = 0; i < pointCount - 1; i++) - { - control[i].start = points[i]; - control[i].end = points[i + 1]; - } - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // Points movement logic - if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_CONTROL_POINTS)) - { - points[pointCount] = GetMousePosition(); - pointCount++; - } - - for (int i = 0; i < pointCount; i++) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointCircle(GetMousePosition(), points[i], 6.0f)) - { - selectedPoint = i; - break; - } - } - - if (selectedPoint >= 0) - { - points[selectedPoint] = GetMousePosition(); - if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1; - } - - // TODO: Cubic Bezier spline control points logic - - - // Spline selection logic - if (IsKeyPressed(KEY_ONE)) splineType = 0; - else if (IsKeyPressed(KEY_TWO)) splineType = 1; - else if (IsKeyPressed(KEY_THREE)) splineType = 2; - else if (IsKeyPressed(KEY_FOUR)) splineType = 3; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - if (splineType == 0) // Linear - { - // Draw linear spline - for (int i = 0; i < pointCount - 1; i++) - { - DrawLineEx(points[i], points[i + 1], 2.0f, RED); - } - } - else if (splineType == 1) // B-Spline - { - // Draw b-spline - DrawLineBSpline(points, pointCount, 2.0f, RED); - //for (int i = 0; i < (pointCount - 3); i++) DrawLineBSplineSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE); - } - else if (splineType == 2) // CatmullRom Spline - { - // Draw spline: catmull-rom - DrawLineCatmullRom(points, pointCount, 2.0f, RED); - //for (int i = 0; i < (pointCount - 3); i++) DrawLineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f)); - } - else if (splineType == 3) // Cubic Bezier - { - // Draw line bezier cubic (with control points) - for (int i = 0; i < pointCount - 1; i++) - { - DrawLineBezierCubic(points[i], points[i + 1], control[i].start, control[i + 1].end, 2.0f, RED); - - // TODO: Every cubic bezier point should have two control points - DrawCircleV(control[i].start, 4, GOLD); - DrawCircleV(control[i].end, 4, GOLD); - DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY); - DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY); - } - } - - // Draw control points - for (int i = 0; i < pointCount; i++) - { - DrawCircleV(points[i], 6.0f, RED); - if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY); - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
\ No newline at end of file diff --git a/raylib/examples/shapes/shapes_splines_drawing.c b/raylib/examples/shapes/shapes_splines_drawing.c new file mode 100644 index 0000000..8df5f09 --- /dev/null +++ b/raylib/examples/shapes/shapes_splines_drawing.c @@ -0,0 +1,247 @@ +/******************************************************************************************* +* +* raylib [shapes] example - splines drawing +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2023 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define RAYGUI_IMPLEMENTATION +#include "raygui.h" // Required for UI controls + +#include <stdlib.h> // Required for: NULL + +#define MAX_SPLINE_POINTS 32 + +// Cubic Bezier spline control points +// NOTE: Every segment has two control points +typedef struct { + Vector2 start; + Vector2 end; +} ControlPoint; + +// Spline types +typedef enum { + SPLINE_LINEAR = 0, // Linear + SPLINE_BASIS, // B-Spline + SPLINE_CATMULLROM, // Catmull-Rom + SPLINE_BEZIER // Cubic Bezier +} SplineType; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing"); + + Vector2 points[MAX_SPLINE_POINTS] = { + { 50.0f, 400.0f }, + { 160.0f, 220.0f }, + { 340.0f, 380.0f }, + { 520.0f, 60.0f }, + { 710.0f, 260.0f }, + }; + + int pointCount = 5; + int selectedPoint = -1; + int focusedPoint = -1; + Vector2 *selectedControlPoint = NULL; + Vector2 *focusedControlPoint = NULL; + + // Cubic Bezier control points initialization + ControlPoint control[MAX_SPLINE_POINTS] = { 0 }; + for (int i = 0; i < pointCount - 1; i++) + { + control[i].start = (Vector2){ points[i].x + 50, points[i].y }; + control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y }; + } + + // Spline config variables + float splineThickness = 8.0f; + int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier + bool splineTypeEditMode = false; + bool splineHelpersActive = true; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // Spline points creation logic (at the end of spline) + if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS)) + { + points[pointCount] = GetMousePosition(); + pointCount++; + } + + // Spline point focus and selection logic + for (int i = 0; i < pointCount; i++) + { + if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f)) + { + focusedPoint = i; + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i; + break; + } + else focusedPoint = -1; + } + + // Spline point movement logic + if (selectedPoint >= 0) + { + points[selectedPoint] = GetMousePosition(); + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1; + } + + // Cubic Bezier spline control points logic + if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1)) + { + // Spline control point focus and selection logic + for (int i = 0; i < pointCount; i++) + { + if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f)) + { + focusedControlPoint = &control[i].start; + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start; + break; + } + else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f)) + { + focusedControlPoint = &control[i].end; + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end; + break; + } + else focusedControlPoint = NULL; + } + + // Spline control point movement logic + if (selectedControlPoint != NULL) + { + *selectedControlPoint = GetMousePosition(); + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL; + } + } + + // Spline selection logic + if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0; + else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1; + else if (IsKeyPressed(KEY_THREE)) splineTypeActive = 2; + else if (IsKeyPressed(KEY_FOUR)) splineTypeActive = 3; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (splineTypeActive == SPLINE_LINEAR) + { + // Draw spline: linear + DrawSplineLinear(points, pointCount, splineThickness, RED); + } + else if (splineTypeActive == SPLINE_BASIS) + { + // Draw spline: basis + DrawSplineBasis(points, pointCount, splineThickness, RED); // Provide connected points array + + /* + for (int i = 0; i < (pointCount - 3); i++) + { + // Drawing individual segments, not considering thickness connection compensation + DrawSplineSegmentBasis(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON); + } + */ + } + else if (splineTypeActive == SPLINE_CATMULLROM) + { + // Draw spline: catmull-rom + DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array + + /* + for (int i = 0; i < (pointCount - 3); i++) + { + // Drawing individual segments, not considering thickness connection compensation + DrawSplineSegmentCatmullRom(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON); + } + */ + } + else if (splineTypeActive == SPLINE_BEZIER) + { + // Draw spline: cubic-bezier (with control points) + for (int i = 0; i < pointCount - 1; i++) + { + // Drawing individual segments, not considering thickness connection compensation + DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], splineThickness, RED); + + // Every cubic bezier point should have two control points + DrawCircleV(control[i].start, 6, GOLD); + DrawCircleV(control[i].end, 6, GOLD); + if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 8, GREEN); + else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN); + DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY); + DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY); + + // Draw spline control lines + DrawLineV(points[i], control[i].start, GRAY); + //DrawLineV(control[i].start, control[i].end, LIGHTGRAY); + DrawLineV(control[i].end, points[i + 1], GRAY); + } + } + + if (splineHelpersActive) + { + // Draw spline point helpers + for (int i = 0; i < pointCount; i++) + { + DrawCircleLinesV(points[i], (focusedPoint == i)? 12.0f : 8.0f, (focusedPoint == i)? BLUE: DARKBLUE); + if ((splineTypeActive != SPLINE_LINEAR) && + (splineTypeActive != SPLINE_BEZIER) && + (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY); + + DrawText(TextFormat("[%.0f, %.0f]", points[i].x, points[i].y), points[i].x, points[i].y + 10, 10, BLACK); + } + } + + // Check all possible UI states that require controls lock + if (splineTypeEditMode) GuiLock(); + + // Draw spline config + GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness)); + GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f); + + GuiCheckBox((Rectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive); + + GuiUnlock(); + + GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:"); + if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode; + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/raylib/examples/shapes/shapes_splines_drawing.png b/raylib/examples/shapes/shapes_splines_drawing.png Binary files differnew file mode 100644 index 0000000..686f04c --- /dev/null +++ b/raylib/examples/shapes/shapes_splines_drawing.png diff --git a/raylib/examples/shapes/shapes_top_down_lights.c b/raylib/examples/shapes/shapes_top_down_lights.c index b09137c..f22cf3c 100644 --- a/raylib/examples/shapes/shapes_top_down_lights.c +++ b/raylib/examples/shapes/shapes_top_down_lights.c @@ -335,6 +335,7 @@ int main(void) DrawFPS(screenWidth - 80, 10); DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN); DrawText("Right click to add new light", 10, 30, 10, DARKGREEN); + EndDrawing(); //---------------------------------------------------------------------------------- } diff --git a/raylib/examples/text/text_font_sdf.c b/raylib/examples/text/text_font_sdf.c index cba47b4..40a3fa4 100644 --- a/raylib/examples/text/text_font_sdf.c +++ b/raylib/examples/text/text_font_sdf.c @@ -38,7 +38,7 @@ int main(void) const char msg[50] = "Signed Distance Fields"; // Loading file to memory - unsigned int fileSize = 0; + int fileSize = 0; unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize); // Default font generation from TTF font diff --git a/raylib/examples/text/text_unicode.c b/raylib/examples/text/text_unicode.c index b25e327..42227f8 100644 --- a/raylib/examples/text/text_unicode.c +++ b/raylib/examples/text/text_unicode.c @@ -195,7 +195,7 @@ int main(void) } Vector2 mouse = GetMousePosition(); - Vector2 pos = { 28.8f, 10.0f }; + Vector2 position = { 28.8f, 10.0f }; hovered = -1; //---------------------------------------------------------------------------------- @@ -210,21 +210,21 @@ int main(void) for (int i = 0; i < SIZEOF(emoji); ++i) { const char *txt = &emojiCodepoints[emoji[i].index]; - Rectangle emojiRect = { pos.x, pos.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize }; + Rectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize }; if (!CheckCollisionPointRec(mouse, emojiRect)) { - DrawTextEx(fontEmoji, txt, pos, (float)fontEmoji.baseSize, 1.0f, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f)); + DrawTextEx(fontEmoji, txt, position, (float)fontEmoji.baseSize, 1.0f, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f)); } else { - DrawTextEx(fontEmoji, txt, pos, (float)fontEmoji.baseSize, 1.0f, emoji[i].color ); + DrawTextEx(fontEmoji, txt, position, (float)fontEmoji.baseSize, 1.0f, emoji[i].color ); hovered = i; - hoveredPos = pos; + hoveredPos = position; } - if ((i != 0) && (i%EMOJI_PER_WIDTH == 0)) { pos.y += fontEmoji.baseSize + 24.25f; pos.x = 28.8f; } - else pos.x += fontEmoji.baseSize + 28.8f; + if ((i != 0) && (i%EMOJI_PER_WIDTH == 0)) { position.y += fontEmoji.baseSize + 24.25f; position.x = 28.8f; } + else position.x += fontEmoji.baseSize + 28.8f; } //------------------------------------------------------------------------------ @@ -282,8 +282,8 @@ int main(void) int length = GetCodepointCount(messages[message].text); const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, length, size); sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f); - Vector2 pos = { textRect.x + textRect.width - sz.x, msgRect.y + msgRect.height - sz.y - 2 }; - DrawText(info, (int)pos.x, (int)pos.y, 10, RAYWHITE); + + DrawText(info, (int)(textRect.x + textRect.width - sz.x), (int)(msgRect.y + msgRect.height - sz.y - 2), 10, RAYWHITE); } //------------------------------------------------------------------------------ diff --git a/raylib/examples/textures/textures_textured_curve.c b/raylib/examples/textures/textures_textured_curve.c index 3c2f060..cf426be 100644 --- a/raylib/examples/textures/textures_textured_curve.c +++ b/raylib/examples/textures/textures_textured_curve.c @@ -13,7 +13,6 @@ * ********************************************************************************************/ - #include "raylib.h" #include "raymath.h" @@ -43,12 +42,8 @@ static Vector2 *curveSelectedPoint = NULL; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- -static void UpdateOptions(void); -static void UpdateCurve(void); -static void DrawCurve(void); static void DrawTexturedCurve(void); - //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -81,9 +76,31 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCurve(); - UpdateOptions(); - + // Curve config options + if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; + if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; + if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; + if (curveWidth < 2) curveWidth = 2; + + // Update segments + if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; + if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; + + if (curveSegments < 2) curveSegments = 2; + + // Update curve logic + // If the mouse is not down, we are not editing the curve so clear the selection + if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) curveSelectedPoint = NULL; + + // If a point was selected, move it + if (curveSelectedPoint) *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); + + // The mouse is down, and nothing was selected, so see if anything was picked + Vector2 mouse = GetMousePosition(); + if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; + else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; + else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; + else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; //---------------------------------------------------------------------------------- // Draw @@ -92,9 +109,29 @@ int main() ClearBackground(RAYWHITE); - DrawTexturedCurve(); - DrawCurve(); - + DrawTexturedCurve(); // Draw a textured Spline Cubic Bezier + + // Draw spline for reference + if (showCurve) DrawSplineSegmentBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); + + // Draw the various control points and highlight where the mouse is + DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); + DrawLineV(curveStartPositionTangent, curveEndPositionTangent, Fade(LIGHTGRAY, 0.4f)); + DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); + + if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); + DrawCircleV(curveStartPosition, 5, RED); + + if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); + DrawCircleV(curveStartPositionTangent, 5, MAROON); + + if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); + DrawCircleV(curveEndPosition, 5, GREEN); + + if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); + DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); + + // Draw usage info DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, DARKGRAY); DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY); DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY); @@ -116,53 +153,8 @@ int main() //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- -static void DrawCurve(void) -{ - if (showCurve) DrawLineBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); - - // Draw the various control points and highlight where the mouse is - DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); - DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); - Vector2 mouse = GetMousePosition(); - - if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); - DrawCircleV(curveStartPosition, 5, RED); - - if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); - DrawCircleV(curveStartPositionTangent, 5, MAROON); - - if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); - DrawCircleV(curveEndPosition, 5, GREEN); - - if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); - DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); -} - -static void UpdateCurve(void) -{ - // If the mouse is not down, we are not editing the curve so clear the selection - if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - curveSelectedPoint = NULL; - return; - } - - // If a point was selected, move it - if (curveSelectedPoint) - { - *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); - return; - } - - // The mouse is down, and nothing was selected, so see if anything was picked - Vector2 mouse = GetMousePosition(); - - if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; - else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; - else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; - else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; -} +// Draw textured curve using Spline Cubic Bezier static void DrawTexturedCurve(void) { const float step = 1.0f/curveSegments; @@ -179,11 +171,11 @@ static void DrawTexturedCurve(void) for (int i = 1; i <= curveSegments; i++) { - // Segment the curve - t = step*i; - float a = powf(1 - t, 3); - float b = 3*powf(1 - t, 2)*t; - float c = 3*(1 - t)*powf(t, 2); + t = step*(float)i; + + float a = powf(1.0f - t, 3); + float b = 3.0f*powf(1.0f - t, 2)*t; + float c = 3.0f*(1.0f - t)*powf(t, 2); float d = powf(t, 3); // Compute the endpoint for this segment @@ -216,22 +208,20 @@ static void DrawTexturedCurve(void) // Draw the segment as a quad rlSetTexture(texRoad.id); rlBegin(RL_QUADS); + rlColor4ub(255,255,255,255); + rlNormal3f(0.0f, 0.0f, 1.0f); - rlColor4ub(255,255,255,255); - rlNormal3f(0.0f, 0.0f, 1.0f); - - rlTexCoord2f(0, previousV); - rlVertex2f(prevNegNormal.x, prevNegNormal.y); - - rlTexCoord2f(1, previousV); - rlVertex2f(prevPosNormal.x, prevPosNormal.y); + rlTexCoord2f(0, previousV); + rlVertex2f(prevNegNormal.x, prevNegNormal.y); - rlTexCoord2f(1, v); - rlVertex2f(currentPosNormal.x, currentPosNormal.y); + rlTexCoord2f(1, previousV); + rlVertex2f(prevPosNormal.x, prevPosNormal.y); - rlTexCoord2f(0, v); - rlVertex2f(currentNegNormal.x, currentNegNormal.y); + rlTexCoord2f(1, v); + rlVertex2f(currentPosNormal.x, currentPosNormal.y); + rlTexCoord2f(0, v); + rlVertex2f(currentNegNormal.x, currentNegNormal.y); rlEnd(); // The current step is the start of the next step @@ -241,19 +231,3 @@ static void DrawTexturedCurve(void) } } -static void UpdateOptions(void) -{ - if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; - - // Update with - if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; - if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; - - if (curveWidth < 2) curveWidth = 2; - - // Update segments - if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; - if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; - - if (curveSegments < 2) curveSegments = 2; -} |
