git subrepo clone (merge) https://github.com/HarbourMasters/otrgui.git OTRGui
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
132
OTRGui/libs/raylib/examples/core/core_2d_camera.c
Normal file
|
@ -0,0 +1,132 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_BUILDINGS 100
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Rectangle player = { 400, 280, 40, 40 };
|
||||
Rectangle buildings[MAX_BUILDINGS] = { 0 };
|
||||
Color buildColors[MAX_BUILDINGS] = { 0 };
|
||||
|
||||
int spacing = 0;
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||
{
|
||||
buildings[i].width = (float)GetRandomValue(50, 200);
|
||||
buildings[i].height = (float)GetRandomValue(100, 800);
|
||||
buildings[i].y = screenHeight - 130.0f - buildings[i].height;
|
||||
buildings[i].x = -6000.0f + spacing;
|
||||
|
||||
spacing += (int)buildings[i].width;
|
||||
|
||||
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||
}
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
|
||||
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Player movement
|
||||
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
|
||||
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
|
||||
|
||||
// Camera target follows player
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
|
||||
// Camera rotation controls
|
||||
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||
|
||||
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||
if (camera.rotation > 40) camera.rotation = 40;
|
||||
else if (camera.rotation < -40) camera.rotation = -40;
|
||||
|
||||
// Camera zoom controls
|
||||
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||
|
||||
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||
|
||||
// Camera reset (zoom and rotation)
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
camera.zoom = 1.0f;
|
||||
camera.rotation = 0.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||
|
||||
DrawRectangleRec(player, RED);
|
||||
|
||||
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
|
||||
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, RED);
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 5, RED);
|
||||
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
|
||||
|
||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_2d_camera.png
Normal file
After Width: | Height: | Size: 21 KiB |
293
OTRGui/libs/raylib/examples/core/core_2d_camera_platformer.c
Normal file
|
@ -0,0 +1,293 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera platformer
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 arvyy (@arvyy)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define G 400
|
||||
#define PLAYER_JUMP_SPD 350.0f
|
||||
#define PLAYER_HOR_SPD 200.0f
|
||||
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
float speed;
|
||||
bool canJump;
|
||||
} Player;
|
||||
|
||||
typedef struct EnvItem {
|
||||
Rectangle rect;
|
||||
int blocking;
|
||||
Color color;
|
||||
} EnvItem;
|
||||
|
||||
|
||||
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
|
||||
|
||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Player player = { 0 };
|
||||
player.position = (Vector2){ 400, 280 };
|
||||
player.speed = 0;
|
||||
player.canJump = false;
|
||||
EnvItem envItems[] = {
|
||||
{{ 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 }
|
||||
};
|
||||
|
||||
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = player.position;
|
||||
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
// Store pointers to the multiple update camera functions
|
||||
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
|
||||
UpdateCameraCenter,
|
||||
UpdateCameraCenterInsideMap,
|
||||
UpdateCameraCenterSmoothFollow,
|
||||
UpdateCameraEvenOutOnLanding,
|
||||
UpdateCameraPlayerBoundsPush
|
||||
};
|
||||
|
||||
int cameraOption = 0;
|
||||
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
|
||||
|
||||
char *cameraDescriptions[] = {
|
||||
"Follow player center",
|
||||
"Follow player center, but clamp to map edges",
|
||||
"Follow player center; smoothed",
|
||||
"Follow player center horizontally; updateplayer center vertically after landing",
|
||||
"Player push camera on getting too close to screen edge"
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float deltaTime = GetFrameTime();
|
||||
|
||||
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
|
||||
|
||||
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))
|
||||
{
|
||||
camera.zoom = 1.0f;
|
||||
player.position = (Vector2){ 400, 280 };
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
|
||||
|
||||
// Call update camera function by its pointer
|
||||
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(LIGHTGRAY);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
|
||||
|
||||
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
|
||||
DrawRectangleRec(playerRect, RED);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("Controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
||||
DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
|
||||
{
|
||||
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
|
||||
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
|
||||
if (IsKeyDown(KEY_SPACE) && player->canJump)
|
||||
{
|
||||
player->speed = -PLAYER_JUMP_SPD;
|
||||
player->canJump = false;
|
||||
}
|
||||
|
||||
int hitObstacle = 0;
|
||||
for (int i = 0; i < envItemsLength; i++)
|
||||
{
|
||||
EnvItem *ei = envItems + i;
|
||||
Vector2 *p = &(player->position);
|
||||
if (ei->blocking &&
|
||||
ei->rect.x <= p->x &&
|
||||
ei->rect.x + ei->rect.width >= p->x &&
|
||||
ei->rect.y >= p->y &&
|
||||
ei->rect.y < p->y + player->speed*delta)
|
||||
{
|
||||
hitObstacle = 1;
|
||||
player->speed = 0.0f;
|
||||
p->y = ei->rect.y;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hitObstacle)
|
||||
{
|
||||
player->position.y += player->speed*delta;
|
||||
player->speed += G*delta;
|
||||
player->canJump = false;
|
||||
}
|
||||
else player->canJump = true;
|
||||
}
|
||||
|
||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
camera->target = player->position;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
camera->target = player->position;
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||
|
||||
for (int i = 0; i < envItemsLength; i++)
|
||||
{
|
||||
EnvItem *ei = envItems + i;
|
||||
minX = fminf(ei->rect.x, minX);
|
||||
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
|
||||
minY = fminf(ei->rect.y, minY);
|
||||
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
|
||||
}
|
||||
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||
|
||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
static float minSpeed = 30;
|
||||
static float minEffectLength = 10;
|
||||
static float fractionSpeed = 0.8f;
|
||||
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
Vector2 diff = Vector2Subtract(player->position, camera->target);
|
||||
float length = Vector2Length(diff);
|
||||
|
||||
if (length > minEffectLength)
|
||||
{
|
||||
float speed = fmaxf(fractionSpeed*length, minSpeed);
|
||||
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
static float evenOutSpeed = 700;
|
||||
static int eveningOut = false;
|
||||
static float evenOutTarget;
|
||||
|
||||
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
camera->target.x = player->position.x;
|
||||
|
||||
if (eveningOut)
|
||||
{
|
||||
if (evenOutTarget > camera->target.y)
|
||||
{
|
||||
camera->target.y += evenOutSpeed*delta;
|
||||
|
||||
if (camera->target.y > evenOutTarget)
|
||||
{
|
||||
camera->target.y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
camera->target.y -= evenOutSpeed*delta;
|
||||
|
||||
if (camera->target.y < evenOutTarget)
|
||||
{
|
||||
camera->target.y = evenOutTarget;
|
||||
eveningOut = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
|
||||
{
|
||||
eveningOut = 1;
|
||||
evenOutTarget = player->position.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
{
|
||||
static Vector2 bbox = { 0.2f, 0.2f };
|
||||
|
||||
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
|
||||
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
|
||||
camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
|
||||
|
||||
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
|
||||
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
|
||||
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
|
||||
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_2d_camera_platformer.png
Normal file
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 16 KiB |
|
@ -0,0 +1,97 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 3d camera first person
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_COLUMNS 20
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS] = { 0 };
|
||||
Vector3 positions[MAX_COLUMNS] = { 0 };
|
||||
Color colors[MAX_COLUMNS] = { 0 };
|
||||
|
||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||
{
|
||||
heights[i] = (float)GetRandomValue(1, 12);
|
||||
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
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); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
|
||||
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
|
||||
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
|
||||
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
|
||||
|
||||
// Draw some cubes around
|
||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||
{
|
||||
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 220, 70, BLUE);
|
||||
|
||||
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_3d_camera_first_person.png
Normal file
After Width: | Height: | Size: 17 KiB |
83
OTRGui/libs/raylib/examples/core/core_3d_camera_free.c
Normal file
|
@ -0,0 +1,83 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera free
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
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); // Update camera
|
||||
|
||||
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 320, 133, 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);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_3d_camera_free.png
Normal file
After Width: | Height: | Size: 25 KiB |
73
OTRGui/libs/raylib/examples/core/core_3d_camera_mode.c
Normal file
|
@ -0,0 +1,73 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera mode
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.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 mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_3d_camera_mode.png
Normal file
After Width: | Height: | Size: 8.3 KiB |
107
OTRGui/libs/raylib/examples/core/core_3d_picking.c
Normal file
|
@ -0,0 +1,107 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Picking in 3d mode
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Ray ray = { 0 }; // Picking line ray
|
||||
|
||||
RayCollision collision = { 0 };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
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); // Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
if (!collision.hit)
|
||||
{
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check collision between ray and box
|
||||
collision = GetRayCollisionBox(ray,
|
||||
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||
}
|
||||
else collision.hit = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
if (collision.hit)
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
||||
|
||||
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||
}
|
||||
|
||||
DrawRay(ray, MAROON);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
|
||||
|
||||
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_3d_picking.png
Normal file
After Width: | Height: | Size: 24 KiB |
150
OTRGui/libs/raylib/examples/core/core_basic_screen_manager.c
Normal file
|
@ -0,0 +1,150 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - basic screen manager
|
||||
*
|
||||
* This example illustrates a very simple screen manager based on a states machines
|
||||
*
|
||||
* This test has been created using raylib 1.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//------------------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//------------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||
|
||||
GameScreen currentScreen = LOGO;
|
||||
|
||||
// TODO: Initialize all required variables and load all required data here!
|
||||
|
||||
int framesCounter = 0; // Useful to count frames
|
||||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Update LOGO screen variables here!
|
||||
|
||||
framesCounter++; // Count frames
|
||||
|
||||
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
|
||||
if (framesCounter > 120)
|
||||
{
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Update TITLE screen variables here!
|
||||
|
||||
// Press enter to change to GAMEPLAY screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = GAMEPLAY;
|
||||
}
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
// TODO: Update GAMEPLAY screen variables here!
|
||||
|
||||
// Press enter to change to ENDING screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = ENDING;
|
||||
}
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
// Press enter to return to TITLE screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
|
||||
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
|
||||
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
|
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_basic_screen_manager.png
Normal file
After Width: | Height: | Size: 15 KiB |
62
OTRGui/libs/raylib/examples/core/core_basic_window.c
Normal file
|
@ -0,0 +1,62 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic 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
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_basic_window.png
Normal file
After Width: | Height: | Size: 10 KiB |
85
OTRGui/libs/raylib/examples/core/core_basic_window_web.c
Normal file
|
@ -0,0 +1,85 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window (adapted for HTML5 platform)
|
||||
*
|
||||
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
|
||||
* As you will notice, code structure is slightly diferent to the other examples...
|
||||
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//#define PLATFORM_WEB
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Enry Point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
125
OTRGui/libs/raylib/examples/core/core_custom_frame_control.c
Normal file
|
@ -0,0 +1,125 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - custom frame control
|
||||
*
|
||||
* WARNING: This is an example for advance users willing to have full control over
|
||||
* the frame processes. By default, EndDrawing() calls the following processes:
|
||||
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
|
||||
* 2. SwapScreenBuffer()
|
||||
* 3. Frame time control: WaitTime()
|
||||
* 4. PollInputEvents()
|
||||
*
|
||||
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
|
||||
* config.h (it requires recompiling raylib). This way those steps are up to the user.
|
||||
*
|
||||
* Note that enabling this flag invalidates some functions:
|
||||
* - GetFrameTime()
|
||||
* - SetTargetFPS()
|
||||
* - GetFPS()
|
||||
*
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
|
||||
|
||||
// Custom timming variables
|
||||
double previousTime = GetTime(); // Previous time measure
|
||||
double currentTime = 0.0; // Current time measure
|
||||
double updateDrawTime = 0.0; // Update + Draw time
|
||||
double waitTime = 0.0; // Wait time (if target fps required)
|
||||
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
|
||||
|
||||
float timeCounter = 0.0f; // Accumulative time counter (seconds)
|
||||
float position = 0.0f; // Circle position
|
||||
bool pause = false; // Pause control flag
|
||||
|
||||
int targetFPS = 60; // Our initial target fps
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||
|
||||
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
|
||||
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
|
||||
|
||||
if (targetFPS < 0) targetFPS = 0;
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
position += 200*deltaTime; // We move at 200 pixels per second
|
||||
if (position >= GetScreenWidth()) position = 0;
|
||||
timeCounter += deltaTime; // We count time (seconds)
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
|
||||
|
||||
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
||||
|
||||
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||
DrawText(TextFormat("PosX: %03.0f", position), position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||
|
||||
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
||||
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
||||
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
|
||||
DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
|
||||
DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
|
||||
// Events polling, screen buffer swap and frame time control must be managed by the user
|
||||
|
||||
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
|
||||
|
||||
currentTime = GetTime();
|
||||
updateDrawTime = currentTime - previousTime;
|
||||
|
||||
if (targetFPS > 0) // We want a fixed frame rate
|
||||
{
|
||||
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
|
||||
if (waitTime > 0.0)
|
||||
{
|
||||
WaitTime((float)waitTime*1000.0f);
|
||||
currentTime = GetTime();
|
||||
deltaTime = (float)(currentTime - previousTime);
|
||||
}
|
||||
}
|
||||
else deltaTime = updateDrawTime; // Framerate could be variable
|
||||
|
||||
previousTime = currentTime;
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_custom_frame_control.png
Normal file
After Width: | Height: | Size: 17 KiB |
84
OTRGui/libs/raylib/examples/core/core_custom_logging.c
Normal file
|
@ -0,0 +1,84 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Custom logging
|
||||
*
|
||||
* This example has been created using raylib 2.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
|
||||
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
|
||||
|
||||
// Custom logging funtion
|
||||
void LogCustom(int msgType, const char *text, va_list args)
|
||||
{
|
||||
char timeStr[64] = { 0 };
|
||||
time_t now = time(NULL);
|
||||
struct tm *tm_info = localtime(&now);
|
||||
|
||||
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
|
||||
printf("[%s] ", timeStr);
|
||||
|
||||
switch (msgType)
|
||||
{
|
||||
case LOG_INFO: printf("[INFO] : "); break;
|
||||
case LOG_ERROR: printf("[ERROR]: "); break;
|
||||
case LOG_WARNING: printf("[WARN] : "); break;
|
||||
case LOG_DEBUG: printf("[DEBUG]: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
vprintf(text, args);
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// First thing we do is setting our custom logger to ensure everything raylib logs
|
||||
// will use our own logger instead of its internal one
|
||||
SetTraceLogCallback(LogCustom);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_custom_logging.png
Normal file
After Width: | Height: | Size: 15 KiB |
76
OTRGui/libs/raylib/examples/core/core_drop_files.c
Normal file
|
@ -0,0 +1,76 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Windows drop files
|
||||
*
|
||||
* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles = { 0 };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsFileDropped())
|
||||
{
|
||||
droppedFiles = GetDroppedFiles(&count);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
|
||||
else
|
||||
{
|
||||
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < count; 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));
|
||||
|
||||
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
|
||||
}
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_drop_files.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
195
OTRGui/libs/raylib/examples/core/core_input_gamepad.c
Normal file
|
@ -0,0 +1,195 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gamepad input
|
||||
*
|
||||
* NOTE: This example requires a Gamepad connected to the system
|
||||
* raylib is configured to work with the following gamepads:
|
||||
* - Xbox 360 Controller (Xbox 360, Xbox One)
|
||||
* - PLAYSTATION(R)3 Controller
|
||||
* Check raylib.h for buttons configuration
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// NOTE: Gamepad name ID depends on drivers and OS
|
||||
#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
#else
|
||||
#define XBOX360_NAME_ID "Xbox 360 Controller"
|
||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
#endif
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
|
||||
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (IsGamepadAvailable(0))
|
||||
{
|
||||
DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK);
|
||||
|
||||
if (TextIsEqual(GetGamepadName(0), XBOX360_NAME_ID) || TextIsEqual(GetGamepadName(0), XBOX360_LEGACY_NAME_ID))
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||
|
||||
// Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||
DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
|
||||
|
||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
}
|
||||
else if (TextIsEqual(GetGamepadName(0), PS3_NAME_ID))
|
||||
{
|
||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: ps
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(225, 132, 24, 84, BLACK);
|
||||
DrawRectangle(195, 161, 84, 25, BLACK);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||
|
||||
// Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(319, 255, 35, BLACK);
|
||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
|
||||
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(475, 255, 35, BLACK);
|
||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||
DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
|
||||
DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
|
||||
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
||||
{
|
||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
|
||||
|
||||
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texPs3Pad);
|
||||
UnloadTexture(texXboxPad);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_gamepad.png
Normal file
After Width: | Height: | Size: 37 KiB |
115
OTRGui/libs/raylib/examples/core/core_input_gestures.c
Normal file
|
@ -0,0 +1,115 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input Gestures Detection
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <string.h>
|
||||
|
||||
#define MAX_GESTURE_STRINGS 20
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||
|
||||
Vector2 touchPosition = { 0, 0 };
|
||||
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
|
||||
|
||||
int gesturesCount = 0;
|
||||
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||
|
||||
int currentGesture = GESTURE_NONE;
|
||||
int lastGesture = GESTURE_NONE;
|
||||
|
||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
lastGesture = currentGesture;
|
||||
currentGesture = GetGestureDetected();
|
||||
touchPosition = GetTouchPosition(0);
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
|
||||
{
|
||||
if (currentGesture != lastGesture)
|
||||
{
|
||||
// Store gesture string
|
||||
switch (currentGesture)
|
||||
{
|
||||
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
|
||||
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
|
||||
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
|
||||
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
|
||||
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
|
||||
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
|
||||
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
gesturesCount++;
|
||||
|
||||
// Reset gestures strings
|
||||
if (gesturesCount >= MAX_GESTURE_STRINGS)
|
||||
{
|
||||
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
|
||||
|
||||
gesturesCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawRectangleRec(touchArea, GRAY);
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
|
||||
|
||||
for (int i = 0; i < gesturesCount; i++)
|
||||
{
|
||||
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
|
||||
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
|
||||
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
|
||||
}
|
||||
|
||||
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
|
||||
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
|
||||
|
||||
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_gestures.png
Normal file
After Width: | Height: | Size: 19 KiB |
59
OTRGui/libs/raylib/examples/core/core_input_keys.c
Normal file
|
@ -0,0 +1,59 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Keyboard input
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||
|
||||
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
|
||||
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
|
||||
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
|
||||
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
|
||||
|
||||
DrawCircleV(ballPosition, 50, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_keys.png
Normal file
After Width: | Height: | Size: 10 KiB |
65
OTRGui/libs/raylib/examples/core/core_input_mouse.c
Normal file
|
@ -0,0 +1,65 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Mouse input
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = DARKBLUE;
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, 40, ballColor);
|
||||
|
||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_mouse.png
Normal file
After Width: | Height: | Size: 15 KiB |
58
OTRGui/libs/raylib/examples/core/core_input_mouse_wheel.c
Normal file
|
@ -0,0 +1,58 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - Mouse wheel input
|
||||
*
|
||||
* This test has been created using raylib 1.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
|
||||
|
||||
int boxPositionY = screenHeight/2 - 40;
|
||||
int scrollSpeed = 4; // Scrolling speed in pixels
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
|
||||
|
||||
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
|
||||
DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_mouse_wheel.png
Normal file
After Width: | Height: | Size: 15 KiB |
70
OTRGui/libs/raylib/examples/core/core_input_multitouch.c
Normal file
|
@ -0,0 +1,70 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input multitouch
|
||||
*
|
||||
* This example has been created using raylib 2.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_TOUCH_POINTS 10
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get multiple touchpoints
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
||||
{
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
|
||||
{
|
||||
// Draw circle and touch index number
|
||||
DrawCircleV(touchPositions[i], 34, ORANGE);
|
||||
DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_input_multitouch.png
Normal file
After Width: | Height: | Size: 17 KiB |
147
OTRGui/libs/raylib/examples/core/core_loading_thread.c
Normal file
|
@ -0,0 +1,147 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - loading thread
|
||||
*
|
||||
* NOTE: This example requires linking with pthreads library,
|
||||
* on MinGW, it can be accomplished passing -static parameter to compiler
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "pthread.h" // POSIX style threads management
|
||||
|
||||
#include <stdatomic.h> // C11 atomic data types
|
||||
|
||||
#include <time.h> // Required for: clock()
|
||||
|
||||
// Using C11 atomics for synchronization
|
||||
// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
|
||||
static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
|
||||
static void *LoadDataThread(void *arg); // Loading data thread function declaration
|
||||
|
||||
static int dataProgress = 0; // Data progress accumulator
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
|
||||
|
||||
pthread_t threadId; // Loading data thread id
|
||||
|
||||
enum { STATE_WAITING, STATE_LOADING, STATE_FINISHED } state = STATE_WAITING;
|
||||
int framesCounter = 0;
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
case STATE_WAITING:
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
int error = pthread_create(&threadId, NULL, &LoadDataThread, NULL);
|
||||
if (error != 0) TraceLog(LOG_ERROR, "Error creating loading thread");
|
||||
else TraceLog(LOG_INFO, "Loading thread initialized successfully");
|
||||
|
||||
state = STATE_LOADING;
|
||||
}
|
||||
} break;
|
||||
case STATE_LOADING:
|
||||
{
|
||||
framesCounter++;
|
||||
if (atomic_load(&dataLoaded))
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = STATE_FINISHED;
|
||||
}
|
||||
} break;
|
||||
case STATE_FINISHED:
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
// Reset everything to launch again
|
||||
atomic_store(&dataLoaded, false);
|
||||
dataProgress = 0;
|
||||
state = STATE_WAITING;
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
|
||||
case STATE_LOADING:
|
||||
{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
|
||||
} break;
|
||||
case STATE_FINISHED:
|
||||
{
|
||||
DrawRectangle(150, 200, 500, 60, LIME);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Loading data thread function definition
|
||||
static void *LoadDataThread(void *arg)
|
||||
{
|
||||
int timeCounter = 0; // Time counted in ms
|
||||
clock_t prevTime = clock(); // Previous time
|
||||
|
||||
// We simulate data loading with a time counter for 5 seconds
|
||||
while (timeCounter < 5000)
|
||||
{
|
||||
clock_t currentTime = clock() - prevTime;
|
||||
timeCounter = currentTime*1000/CLOCKS_PER_SEC;
|
||||
|
||||
// We accumulate time over a global variable to be used in
|
||||
// main thread as a progress bar
|
||||
dataProgress = timeCounter/10;
|
||||
}
|
||||
|
||||
// When data has finished loading, we set global variable
|
||||
atomic_store(&dataLoaded, true);
|
||||
|
||||
return NULL;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_loading_thread.png
Normal file
After Width: | Height: | Size: 15 KiB |
132
OTRGui/libs/raylib/examples/core/core_quat_conversion.c
Normal file
|
@ -0,0 +1,132 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - quat conversions
|
||||
*
|
||||
* Generally you should really stick to eulers OR quats...
|
||||
* This tests that various conversions are equivalent.
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
|
||||
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.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 mode type
|
||||
|
||||
// Load a cylinder model for testing
|
||||
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
|
||||
|
||||
// Generic quaternion for operations
|
||||
Quaternion q1 = { 0 };
|
||||
|
||||
// Transform matrices required to draw 4 cylinders
|
||||
Matrix m1 = { 0 };
|
||||
Matrix m2 = { 0 };
|
||||
Matrix m3 = { 0 };
|
||||
Matrix m4 = { 0 };
|
||||
|
||||
// Generic vectors for rotations
|
||||
Vector3 v1 = { 0 };
|
||||
Vector3 v2 = { 0 };
|
||||
|
||||
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
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (v2.x < 0) v2.x += PI*2;
|
||||
if (v2.y < 0) v2.y += PI*2;
|
||||
if (v2.z < 0) v2.z += PI*2;
|
||||
|
||||
if (!IsKeyDown(KEY_SPACE))
|
||||
{
|
||||
v1.x += 0.01f;
|
||||
v1.y += 0.03f;
|
||||
v1.z += 0.05f;
|
||||
}
|
||||
|
||||
if (v1.x > PI*2) v1.x -= PI*2;
|
||||
if (v1.y > PI*2) v1.y -= PI*2;
|
||||
if (v1.z > PI*2) v1.z -= PI*2;
|
||||
|
||||
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
|
||||
m1 = MatrixRotateZYX(v1);
|
||||
m2 = QuaternionToMatrix(q1);
|
||||
|
||||
q1 = QuaternionFromMatrix(m1);
|
||||
m3 = QuaternionToMatrix(q1);
|
||||
|
||||
v2 = QuaternionToEuler(q1); // Angles returned in radians
|
||||
|
||||
m4 = MatrixRotateZYX(v2);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
model.transform = m1;
|
||||
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m2;
|
||||
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m3;
|
||||
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m4;
|
||||
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload model data (mesh and materials)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_quat_conversion.png
Normal file
After Width: | Height: | Size: 16 KiB |
67
OTRGui/libs/raylib/examples/core/core_random_values.c
Normal file
|
@ -0,0 +1,67 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Generate random values
|
||||
*
|
||||
* This example has been created using raylib 1.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
|
||||
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
||||
|
||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
framesCounter++;
|
||||
|
||||
// Every two seconds (120 frames) a new random value is generated
|
||||
if (((framesCounter/120)%2) == 1)
|
||||
{
|
||||
randValue = GetRandomValue(-8, 5);
|
||||
framesCounter = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
|
||||
|
||||
DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_random_values.png
Normal file
After Width: | Height: | Size: 15 KiB |
71
OTRGui/libs/raylib/examples/core/core_scissor_test.c
Normal file
|
@ -0,0 +1,71 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Scissor test
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
|
||||
|
||||
Rectangle scissorArea = { 0, 0, 300, 300 };
|
||||
bool scissorMode = 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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_S)) scissorMode = !scissorMode;
|
||||
|
||||
// Centre the scissor area around the mouse position
|
||||
scissorArea.x = GetMouseX() - scissorArea.width/2;
|
||||
scissorArea.y = GetMouseY() - scissorArea.height/2;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
|
||||
|
||||
// Draw full screen rectangle and some text
|
||||
// NOTE: Only part defined by scissor area will be rendered
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED);
|
||||
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
if (scissorMode) EndScissorMode();
|
||||
|
||||
DrawRectangleLinesEx(scissorArea, 1, BLACK);
|
||||
DrawText("Press S to toggle scissor test", 10, 10, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_scissor_test.png
Normal file
After Width: | Height: | Size: 15 KiB |
117
OTRGui/libs/raylib/examples/core/core_smooth_pixelperfect.c
Normal file
|
@ -0,0 +1,117 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
||||
worldSpaceCamera.zoom = 1.0f;
|
||||
|
||||
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
||||
screenSpaceCamera.zoom = 1.0f;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
||||
|
||||
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
|
||||
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
|
||||
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
||||
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
||||
|
||||
Vector2 origin = { 0.0f, 0.0f };
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
||||
|
||||
// Make the camera move to demonstrate the effect
|
||||
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
||||
cameraY = cosf(GetTime())*30.0f;
|
||||
|
||||
// Set the camera's target to the values computed above
|
||||
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y *= virtualRatio;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(worldSpaceCamera);
|
||||
DrawRectanglePro(rec01, origin, rotation, BLACK);
|
||||
DrawRectanglePro(rec02, origin, -rotation, RED);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RED);
|
||||
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
|
||||
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_smooth_pixelperfect.png
Normal file
After Width: | Height: | Size: 15 KiB |
155
OTRGui/libs/raylib/examples/core/core_split_screen.c
Normal file
|
@ -0,0 +1,155 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - split screen
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
Texture2D textureGrid = { 0 };
|
||||
Camera cameraPlayer1 = { 0 };
|
||||
Camera cameraPlayer2 = { 0 };
|
||||
|
||||
// Scene drawing
|
||||
void DrawScene(void)
|
||||
{
|
||||
int count = 5;
|
||||
float spacing = 4;
|
||||
|
||||
// Grid of cube trees on a plane to make a "world"
|
||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||
|
||||
for (float x = -count*spacing; x <= count*spacing; x += spacing)
|
||||
{
|
||||
for (float z = -count*spacing; z <= count*spacing; z += spacing)
|
||||
{
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a cube at each player's position
|
||||
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
||||
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
|
||||
|
||||
// Generate a simple texture to use for trees
|
||||
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
|
||||
textureGrid = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
|
||||
SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
|
||||
|
||||
// Setup player 1 camera and screen
|
||||
cameraPlayer1.fovy = 45.0f;
|
||||
cameraPlayer1.up.y = 1.0f;
|
||||
cameraPlayer1.target.y = 1.0f;
|
||||
cameraPlayer1.position.z = -3.0f;
|
||||
cameraPlayer1.position.y = 1.0f;
|
||||
|
||||
RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
|
||||
// Setup player two camera and screen
|
||||
cameraPlayer2.fovy = 45.0f;
|
||||
cameraPlayer2.up.y = 1.0f;
|
||||
cameraPlayer2.target.y = 3.0f;
|
||||
cameraPlayer2.position.x = -3.0f;
|
||||
cameraPlayer2.position.y = 3.0f;
|
||||
|
||||
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// If anyone moves this frame, how far will they move based on the time since the last frame
|
||||
// this moves thigns at 10 world units per second, regardless of the actual FPS
|
||||
float offsetThisFrame = 10.0f*GetFrameTime();
|
||||
|
||||
// Move Player1 forward and backwards (no turning)
|
||||
if (IsKeyDown(KEY_W))
|
||||
{
|
||||
cameraPlayer1.position.z += offsetThisFrame;
|
||||
cameraPlayer1.target.z += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KEY_S))
|
||||
{
|
||||
cameraPlayer1.position.z -= offsetThisFrame;
|
||||
cameraPlayer1.target.z -= offsetThisFrame;
|
||||
}
|
||||
|
||||
// Move Player2 forward and backwards (no turning)
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
cameraPlayer2.position.x += offsetThisFrame;
|
||||
cameraPlayer2.target.x += offsetThisFrame;
|
||||
}
|
||||
else if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
cameraPlayer2.position.x -= offsetThisFrame;
|
||||
cameraPlayer2.target.x -= offsetThisFrame;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw Player1 view to the render texture
|
||||
BeginTextureMode(screenPlayer1);
|
||||
ClearBackground(SKYBLUE);
|
||||
BeginMode3D(cameraPlayer1);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Player2 view to the render texture
|
||||
BeginTextureMode(screenPlayer2);
|
||||
ClearBackground(SKYBLUE);
|
||||
BeginMode3D(cameraPlayer2);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenPlayer1); // Unload render texture
|
||||
UnloadRenderTexture(screenPlayer2); // Unload render texture
|
||||
UnloadTexture(textureGrid); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_split_screen.png
Normal file
After Width: | Height: | Size: 21 KiB |
87
OTRGui/libs/raylib/examples/core/core_storage_values.c
Normal file
|
@ -0,0 +1,87 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Storage save/load values
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
typedef enum {
|
||||
STORAGE_POSITION_SCORE = 0,
|
||||
STORAGE_POSITION_HISCORE = 1
|
||||
} StorageData;
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
int framesCounter = 0;
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
score = GetRandomValue(1000, 2000);
|
||||
hiscore = GetRandomValue(2000, 4000);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
SaveStorageValue(STORAGE_POSITION_SCORE, score);
|
||||
SaveStorageValue(STORAGE_POSITION_HISCORE, hiscore);
|
||||
}
|
||||
else if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// NOTE: If requested position could not be found, value 0 is returned
|
||||
score = LoadStorageValue(STORAGE_POSITION_SCORE);
|
||||
hiscore = LoadStorageValue(STORAGE_POSITION_HISCORE);
|
||||
}
|
||||
|
||||
framesCounter++;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
|
||||
DrawText(TextFormat("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
|
||||
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_storage_values.png
Normal file
After Width: | Height: | Size: 16 KiB |
143
OTRGui/libs/raylib/examples/core/core_vr_simulator.c
Normal file
|
@ -0,0 +1,143 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// VR device parameters definition
|
||||
VrDeviceInfo device = {
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
.hResolution = 2160, // Horizontal resolution in pixels
|
||||
.vResolution = 1200, // Vertical resolution in pixels
|
||||
.hScreenSize = 0.133793f, // Horizontal size in meters
|
||||
.vScreenSize = 0.0669f, // Vertical size in meters
|
||||
.vScreenCenter = 0.04678f, // Screen center in meters
|
||||
.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
|
||||
.lensSeparationDistance = 0.07f, // Lens separation distance in meters
|
||||
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
|
||||
|
||||
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
|
||||
// Following parameters are just an approximation to CV1 distortion stereo rendering
|
||||
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
|
||||
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
|
||||
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
|
||||
.lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3
|
||||
.chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0
|
||||
.chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1
|
||||
.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
|
||||
.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
|
||||
};
|
||||
|
||||
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
|
||||
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
||||
|
||||
// Update distortion shader with lens and distortion-scale parameters
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
|
||||
config.leftLensCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
|
||||
config.rightLensCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
|
||||
config.leftScreenCenter, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
|
||||
config.rightScreenCenter, SHADER_UNIFORM_VEC2);
|
||||
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
|
||||
config.scale, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
|
||||
config.scaleIn, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
|
||||
device.lensDistortionValues, SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
|
||||
device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
|
||||
|
||||
// Initialize framebuffer for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginVrStereoMode(config);
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
EndVrStereoMode();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginShaderMode(distortion);
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
|
||||
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
|
||||
EndShaderMode();
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadVrStereoConfig(config); // Unload stereo config
|
||||
|
||||
UnloadRenderTexture(target); // Unload stereo render fbo
|
||||
UnloadShader(distortion); // Unload distortion shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_vr_simulator.png
Normal file
After Width: | Height: | Size: 173 KiB |
191
OTRGui/libs/raylib/examples/core/core_window_flags.c
Normal file
|
@ -0,0 +1,191 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window flags
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
|
||||
Vector2 ballSpeed = { 5.0f, 4.0f };
|
||||
float ballRadius = 20;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
//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
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KEY_F)) ToggleFullscreen(); // modifies window size when scaling!
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) ClearWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
else SetWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_D))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) ClearWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
else SetWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_H))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_HIDDEN)) SetWindowState(FLAG_WINDOW_HIDDEN);
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) ClearWindowState(FLAG_WINDOW_HIDDEN); // Show window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_N))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) RestoreWindow(); // Restore window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_M))
|
||||
{
|
||||
// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) RestoreWindow();
|
||||
else MaximizeWindow();
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_U))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) ClearWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
else SetWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_T))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) ClearWindowState(FLAG_WINDOW_TOPMOST);
|
||||
else SetWindowState(FLAG_WINDOW_TOPMOST);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_A))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) ClearWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
else SetWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_V))
|
||||
{
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) ClearWindowState(FLAG_VSYNC_HINT);
|
||||
else SetWindowState(FLAG_VSYNC_HINT);
|
||||
}
|
||||
|
||||
// Bouncing ball logic
|
||||
ballPosition.x += ballSpeed.x;
|
||||
ballPosition.y += ballSpeed.y;
|
||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) ClearBackground(BLANK);
|
||||
else ClearBackground(RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, MAROON);
|
||||
DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
|
||||
|
||||
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText(TextFormat("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
|
||||
|
||||
// Draw window state info
|
||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
|
||||
if (IsWindowState(FLAG_FULLSCREEN_MODE)) DrawText("[F] FLAG_FULLSCREEN_MODE: on", 10, 80, 10, LIME);
|
||||
else DrawText("[F] FLAG_FULLSCREEN_MODE: off", 10, 80, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) DrawText("[R] FLAG_WINDOW_RESIZABLE: on", 10, 100, 10, LIME);
|
||||
else DrawText("[R] FLAG_WINDOW_RESIZABLE: off", 10, 100, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) DrawText("[D] FLAG_WINDOW_UNDECORATED: on", 10, 120, 10, LIME);
|
||||
else DrawText("[D] FLAG_WINDOW_UNDECORATED: off", 10, 120, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN)) DrawText("[H] FLAG_WINDOW_HIDDEN: on", 10, 140, 10, LIME);
|
||||
else DrawText("[H] FLAG_WINDOW_HIDDEN: off", 10, 140, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED)) DrawText("[N] FLAG_WINDOW_MINIMIZED: on", 10, 160, 10, LIME);
|
||||
else DrawText("[N] FLAG_WINDOW_MINIMIZED: off", 10, 160, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) DrawText("[M] FLAG_WINDOW_MAXIMIZED: on", 10, 180, 10, LIME);
|
||||
else DrawText("[M] FLAG_WINDOW_MAXIMIZED: off", 10, 180, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) DrawText("[G] FLAG_WINDOW_UNFOCUSED: on", 10, 200, 10, LIME);
|
||||
else DrawText("[U] FLAG_WINDOW_UNFOCUSED: off", 10, 200, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) DrawText("[T] FLAG_WINDOW_TOPMOST: on", 10, 220, 10, LIME);
|
||||
else DrawText("[T] FLAG_WINDOW_TOPMOST: off", 10, 220, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: on", 10, 240, 10, LIME);
|
||||
else DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: off", 10, 240, 10, MAROON);
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) DrawText("[V] FLAG_VSYNC_HINT: on", 10, 260, 10, LIME);
|
||||
else DrawText("[V] FLAG_VSYNC_HINT: off", 10, 260, 10, MAROON);
|
||||
|
||||
DrawText("Following flags can only be set before window creation:", 10, 300, 10, GRAY);
|
||||
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) DrawText("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) DrawText("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON);
|
||||
if (IsWindowState(FLAG_MSAA_4X_HINT)) DrawText("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME);
|
||||
else DrawText("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_window_flags.png
Normal file
After Width: | Height: | Size: 22 KiB |
112
OTRGui/libs/raylib/examples/core/core_window_letterbox.c
Normal file
|
@ -0,0 +1,112 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window scale letterbox (and virtual mouse)
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define max(a, b) ((a)>(b)? (a) : (b))
|
||||
#define min(a, b) ((a)<(b)? (a) : (b))
|
||||
|
||||
// Clamp Vector2 value with min and max and return a new vector2
|
||||
// NOTE: Required for virtual mouse, to clamp inside virtual game size
|
||||
Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
|
||||
{
|
||||
Vector2 result = value;
|
||||
result.x = (result.x > max.x)? max.x : result.x;
|
||||
result.x = (result.x < min.x)? min.x : result.x;
|
||||
result.y = (result.y > max.y)? max.y : result.y;
|
||||
result.y = (result.y < min.y)? min.y : result.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
int gameScreenWidth = 640;
|
||||
int gameScreenHeight = 480;
|
||||
|
||||
// Render texture initialization, used to hold the rendering result so we can easily resize it
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
|
||||
|
||||
Color colors[10] = { 0 };
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
|
||||
}
|
||||
|
||||
// Update virtual mouse (clamped mouse value behind game screen)
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Vector2 virtualMouse = { 0 };
|
||||
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
||||
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
||||
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
|
||||
|
||||
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
|
||||
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
|
||||
//SetMouseScale(1/scale, 1/scale);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw everything in the render texture, note this will not be rendered on screen, yet
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE); // Clear render texture background color
|
||||
|
||||
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
|
||||
|
||||
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
|
||||
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
||||
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK); // Clear screen background
|
||||
|
||||
// Draw render texture to screen, properly scaled
|
||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
|
||||
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_window_letterbox.png
Normal file
After Width: | Height: | Size: 23 KiB |
78
OTRGui/libs/raylib/examples/core/core_world_screen.c
Normal file
|
@ -0,0 +1,78 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - World to screen
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||
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;
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
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); // Update camera
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/core_world_screen.png
Normal file
After Width: | Height: | Size: 23 KiB |
4
OTRGui/libs/raylib/examples/core/resources/LICENSE.md
Normal file
|
@ -0,0 +1,4 @@
|
|||
| resource | author | licence | notes |
|
||||
| :------------ | :---------: | :------ | :---- |
|
||||
| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
52
OTRGui/libs/raylib/examples/core/resources/distortion100.fs
Normal file
|
@ -0,0 +1,52 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform vec2 leftLensCenter;
|
||||
uniform vec2 rightLensCenter;
|
||||
uniform vec2 leftScreenCenter;
|
||||
uniform vec2 rightScreenCenter;
|
||||
uniform vec2 scale;
|
||||
uniform vec2 scaleIn;
|
||||
uniform vec4 deviceWarpParam;
|
||||
uniform vec4 chromaAbParam;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute lens distortion
|
||||
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||
{
|
||||
// Set black fragment for everything outside the lens border
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute color chroma aberration
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
vec2 tcGreen = lensCenter + scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
53
OTRGui/libs/raylib/examples/core/resources/distortion330.fs
Normal file
|
@ -0,0 +1,53 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
|
||||
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
|
||||
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
|
||||
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
|
||||
uniform vec2 scale = vec2(0.25, 0.45);
|
||||
uniform vec2 scaleIn = vec2(4, 2.2222);
|
||||
uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute lens distortion
|
||||
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||
{
|
||||
// Set black fragment for everything outside the lens border
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute color chroma aberration
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
vec2 tcGreen = lensCenter + scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||
|
||||
float red = texture(texture0, tcRed).r;
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/core/resources/ps3.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
OTRGui/libs/raylib/examples/core/resources/xbox.png
Normal file
After Width: | Height: | Size: 16 KiB |