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9
Commits
2f9e663523
..
master
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No files matched your search
@@ -9,3 +9,6 @@
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/libboids.so
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/libboids.so
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/game.fasl
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/game.fasl
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/writeimage
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/writeimage
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*.fasl
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*.so
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/.emacs.desktop*
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@@ -0,0 +1,22 @@
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CFLAGS=--std=c++23 -Wall -Wextra -pedantic -O0 -DDEBUG
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DEBUGFLAGS=-g3 -gdwarf-4 -fsanitize=address -fno-omit-frame-pointer -DDEBUG
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LDFLAGS=-L./lib -lraylib -lm -ldl
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INCLUDES=-I./include
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CC=g++
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.PHONY: build clean run all
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all: game.so main
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main: main.cpp game.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) $(DEBUGFLAGS) main.cpp $(LDFLAGS) -o main
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game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) $(DEBUGFLAGS) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp
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mv game.so.tmp game.so
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run: all
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LSAN_OPTIONS=suppressions=./lsan.supp LD_LIBRARY_PATH=lib ./main
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clean:
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rm -vf *.so *.o main
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||||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -1,27 +0,0 @@
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CFLAGS=-g -fsanitize=address -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
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CC=gcc
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.PHONY: build clean run all
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all: main dod boids_main
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main: main.c lib.h sprites.o sprites.h game_data.h ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main sprites.o ./lib/libraylib.a
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sprites.o: sprites.c sprites.h lib.h
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$(CC) $(CFLAGS) -c sprites.c -o sprites.o
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dod: dod.c ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm dod.c -o dod ./lib/libraylib.a
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boids_main: boids_main.c lib.h libboids.so
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$(CC) $(CFLAGS) -Iinclude/ -ldl -lm -lraylib $< -o $@ -L./lib -Wl,-rpath,./lib/
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libboids.so: boids_game.c boids_game.h lib.h
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$(CC) $(CFLAGS) -shared -fPIC -Iinclude/ -lm $< -o $@
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run: all
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./main
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clean:
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rm -vf *.so *.o main boids_main dod
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@@ -1,29 +0,0 @@
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#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdio.h>
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#include "lib.h"
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1000
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#define TARGET_FPS 60
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int main(void) {
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Boids");
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SetTargetFPS(TARGET_FPS);
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while (!WindowShouldClose()) {
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float dt = GetFrameTime();
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// Update
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BeginDrawing();
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{
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ClearBackground(RAYWHITE);
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}
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EndDrawing();
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}
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CloseWindow();
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}
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@@ -1,83 +0,0 @@
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#pragma once
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#define TEX_GROUND 0
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#define TEX_KNIGHT 1
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#define TEX_MOUSE_CURSOR 2
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#define TEX_TARGET_RETICLE 3
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#define ANIM_KNIGHT_IDLE 0
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#define ANIM_KNIGHT_RUN 1
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#define ANIM_KNIGHT_ATTACK_SIDE1 2
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#define ANIM_KNIGHT_ATTACK_SIDE2 3
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#define ANIM_KNIGHT_ATTACK_TOP1 4
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#define ANIM_KNIGHT_ATTACK_TOP2 5
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#define ANIM_KNIGHT_ATTACK_BACK1 6
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#define ANIM_KNIGHT_ATTACK_BACK2 7
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// SpriteSheet knight_spritesheet = {
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// .name = "blue_knight",
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// .texture = {0},
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// // .anim_count = 8,
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// .size = { 1152, 1536 },
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// };
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const u16 knight_sprite_size = 192;
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const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35};
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const Size knight_col_size = {50, 75};
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// TODO: We probably want this as a helper function somewhere
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const Rectangle knight_colrect_select = {
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-knight_col_size.width / 2,
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-knight_col_size.height / 2 - 35,
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knight_col_size.width,
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knight_col_size.height,
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};
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SpriteAnimation knight_idle = {
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.total_frames = 6,
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.loop = true,
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};
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SpriteAnimation knight_run = {
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.total_frames = 6,
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.loop = true,
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};
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SpriteAnimation knight_attack_side1 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_attack_side2 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_attack_front1 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_attack_front2 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_attack_back1 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_attack_back2 = {
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.total_frames = 6,
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.loop = false,
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};
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SpriteAnimation knight_anims[8];
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// knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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// knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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// knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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// knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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// knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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// knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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// knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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// knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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||||||
Binary file not shown.
@@ -1 +0,0 @@
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|||||||
/home/joe/Development/tinyswords/lib/libraylib.so.500
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Binary file not shown.
@@ -1 +0,0 @@
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|||||||
/home/joe/Development/tinyswords/lib/libraylib.so.5.0.0
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@@ -1,411 +0,0 @@
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#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdio.h>
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||||||
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define MAX_KNIGHTS 10000
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#define SCREEN_WIDTH 1300
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||||||
#define SCREEN_HEIGHT 1080
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||||||
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||||||
#define DEBUG_MODE_ENABLED
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||||||
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||||||
bool global_debug_mode = false;
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||||||
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#define ENNIX_LIB_IMPLEMENTATION
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#include "lib.h"
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#include "sprites.h"
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#include "game_data.h"
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||||||
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typedef enum KnightState {
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KNIGHT_IDLE = 0,
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KNIGHT_RUNNING = 1,
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KNIGHT_ATTACKING = 2,
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} KnightState;
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||||||
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||||||
typedef enum Direction {
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DIR_UP = 0,
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DIR_DOWN = 1,
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DIR_LEFT = 2,
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DIR_RIGHT = 3,
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// DIR_UP_LEFT = 4,
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||||||
// DIR_UP_RIGHT = 5,
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// DIR_DOWN_LEFT = 6,
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// DIR_DOWN_RIGHT = 7,
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} Direction;
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||||||
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|
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typedef struct Knight {
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||||||
Point position;
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||||||
Point move_target_point;
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||||||
u8 look_dir;
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|
||||||
u8 state;
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||||||
u8 selected;
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||||||
u8 ordered_to_move;
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||||||
} Knight;
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||||||
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|
||||||
typedef struct GameState {
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int frame_count;
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||||||
Point camera_position;
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PointOption selected_point;
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||||||
Knight *knights;
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SpriteAnimationPlayback* anim_playbacks;
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||||||
Knight *selected_knights;
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||||||
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PointOption selection_mouse_start_pos;
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int entity_count;
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} GameState;
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||||||
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typedef struct Assets {
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Texture2D *textures;
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} Assets;
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Assets Init() {
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knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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|
||||||
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||||||
Assets assets = {0};
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|
||||||
assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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|
||||||
assets.textures[TEX_GROUND] = LoadTexture(../"assets/Terrain/Ground/Tilemap_Flat.png");
|
|
||||||
assets.textures[TEX_KNIGHT] =
|
|
||||||
LoadTexture("../assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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||||||
assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("../assets/UI/Pointers/01.png");
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||||||
assets.textures[TEX_TARGET_RETICLE] = LoadTexture("../assets/UI/Pointers/02.png");
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|
||||||
return assets;
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|
||||||
}
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||||||
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|
||||||
void Update(GameState *game, Camera2D *cam, float dt) {
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|
||||||
if (IsMouseButtonPressed(0)) {
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|
||||||
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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|
||||||
game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos };
|
|
||||||
}
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|
||||||
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|
||||||
if (game->selection_mouse_start_pos.tag == SOME) {
|
|
||||||
Point start_pos = game->selection_mouse_start_pos.some.point;
|
|
||||||
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
|
|
||||||
|
|
||||||
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
|
|
||||||
f32 width = current_pos.x - start_pos.x;
|
|
||||||
f32 height = current_pos.y - start_pos.y;
|
|
||||||
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
|
|
||||||
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
|
|
||||||
Rectangle rect = {x, y, fabs(width), fabs(height)};
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
Rectangle mouse_select_area = {
|
|
||||||
game->knights[i].position.x + knight_colrect_select.x,
|
|
||||||
game->knights[i].position.y + knight_colrect_select.y,
|
|
||||||
knight_colrect_select.width,
|
|
||||||
knight_colrect_select.height,
|
|
||||||
};
|
|
||||||
game->knights[i].selected =
|
|
||||||
CheckCollisionRecs(rect, mouse_select_area);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (IsMouseButtonReleased(0)) {
|
|
||||||
// TODO: This is what should happen when the distance is too small
|
|
||||||
// Point start_pos = game->selection_mouse_start_pos.some.point;
|
|
||||||
Point start_pos = game->selection_mouse_start_pos.some.point;
|
|
||||||
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
|
|
||||||
|
|
||||||
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
|
|
||||||
f32 width = current_pos.x - start_pos.x;
|
|
||||||
f32 height = current_pos.y - start_pos.y;
|
|
||||||
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
|
|
||||||
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
|
|
||||||
Rectangle rect = {x, y, fabs(width), fabs(height)};
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
Rectangle mouse_select_area = {
|
|
||||||
game->knights[i].position.x + knight_colrect_select.x,
|
|
||||||
game->knights[i].position.y + knight_colrect_select.y,
|
|
||||||
knight_colrect_select.width,
|
|
||||||
knight_colrect_select.height,
|
|
||||||
};
|
|
||||||
game->knights[i].selected =
|
|
||||||
CheckCollisionRecs(rect, mouse_select_area);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// TODO: This kind of sucks that we're doing all the math here to calculate
|
|
||||||
// the position of the collider, we need a helper that calculates origin offset
|
|
||||||
int k_idx = -1;
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
Rectangle mouse_select_area = {
|
|
||||||
game->knights[i].position.x + knight_colrect_select.x,
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||||||
game->knights[i].position.y + knight_colrect_select.y,
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|
||||||
knight_colrect_select.width,
|
|
||||||
knight_colrect_select.height,
|
|
||||||
};
|
|
||||||
if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
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|
||||||
k_idx = i;
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|
||||||
}
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|
||||||
game->knights[i].selected = false;
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|
||||||
}
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|
||||||
if (k_idx != -1) {
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|
||||||
game->knights[k_idx].selected = true;
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|
||||||
}
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|
||||||
}
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||||||
game->selection_mouse_start_pos = (PointOption){ .tag = NONE, };
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|
||||||
}
|
|
||||||
|
|
||||||
if (IsMouseButtonPressed(1)) {
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|
||||||
Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
|
|
||||||
bool any = false;
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
if (game->knights[i].selected) {
|
|
||||||
game->knights[i].move_target_point = target_pos;
|
|
||||||
game->knights[i].ordered_to_move = true;
|
|
||||||
any = true;
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|
||||||
}
|
|
||||||
}
|
|
||||||
if (any) {
|
|
||||||
game->selected_point = (PointOption){ .tag = SOME, .some.point = target_pos };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const float cam_move_speed = 1050.0f * dt;
|
|
||||||
Vector2 cam_vel = {0};
|
|
||||||
if (IsKeyDown(KEY_D)) {
|
|
||||||
cam_vel.x = -1;
|
|
||||||
}
|
|
||||||
if (IsKeyDown(KEY_A)) {
|
|
||||||
cam_vel.x = 1;
|
|
||||||
}
|
|
||||||
if (IsKeyDown(KEY_W)) {
|
|
||||||
cam_vel.y = 1;
|
|
||||||
}
|
|
||||||
if (IsKeyDown(KEY_S)) {
|
|
||||||
cam_vel.y = -1;
|
|
||||||
}
|
|
||||||
cam_vel = Vector2Normalize(cam_vel);
|
|
||||||
game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
|
|
||||||
cam->offset = Vector2Add(cam->offset, game->camera_position);
|
|
||||||
// if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
|
|
||||||
// int k_idx = game->selected_knight;
|
|
||||||
// if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
|
|
||||||
// game->knights[k_idx].state = KNIGHT_ATTACKING;
|
|
||||||
// PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
if (IsKeyPressed(KEY_F1)) {
|
|
||||||
global_debug_mode = !global_debug_mode;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Process animation data
|
|
||||||
TickSpriteAnimations(game->anim_playbacks, game->entity_count);
|
|
||||||
|
|
||||||
// Handle knight movement if they are moving somewhere
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
Vector2 input_vel = {0};
|
|
||||||
Knight *knight = &game->knights[i];
|
|
||||||
if (knight->ordered_to_move) {
|
|
||||||
Vector2 target = knight->move_target_point;
|
|
||||||
if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
|
|
||||||
knight->ordered_to_move = false;
|
|
||||||
} else {
|
|
||||||
input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
|
|
||||||
knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Handle the attacking state, if not handle state transitions
|
|
||||||
if (knight->state == KNIGHT_ATTACKING) {
|
|
||||||
if (IsAnimationFinished(game->anim_playbacks[i])) {
|
|
||||||
knight->state = KNIGHT_IDLE;
|
|
||||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (input_vel.x != 0) {
|
|
||||||
knight->look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
|
|
||||||
}
|
|
||||||
if (input_vel.x != 0 || input_vel.y != 0) {
|
|
||||||
if (knight->state == KNIGHT_IDLE) {
|
|
||||||
PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
|
|
||||||
knight->state = KNIGHT_RUNNING;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (knight->state == KNIGHT_RUNNING) {
|
|
||||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
|
|
||||||
knight->state = KNIGHT_IDLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (i == 0) continue;
|
|
||||||
// Sort the entities by y position using Insertion Sort
|
|
||||||
int j = i;
|
|
||||||
while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
|
|
||||||
// Swap position
|
|
||||||
Knight temp_k = game->knights[j - 1];
|
|
||||||
game->knights[j - 1] = game->knights[j];
|
|
||||||
game->knights[j] = temp_k;
|
|
||||||
// Swap animations
|
|
||||||
SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
|
|
||||||
game->anim_playbacks[j - 1] = game->anim_playbacks[j];
|
|
||||||
game->anim_playbacks[j] = temp_a;
|
|
||||||
j--;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
|
|
||||||
(void)cam;
|
|
||||||
(void)dt;
|
|
||||||
ClearBackground((Color){100, 149, 237, 255});
|
|
||||||
|
|
||||||
int size = 32;
|
|
||||||
int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
|
|
||||||
int topy = SCREEN_HEIGHT / 2 - size * 32 / 2;
|
|
||||||
for (int col = 0; col < size; col++) {
|
|
||||||
for (int row = 0; row < size; row++) {
|
|
||||||
int atlas_col = 0;
|
|
||||||
int atlas_row = 0;
|
|
||||||
if (col == size - 1) {
|
|
||||||
atlas_col = 5;
|
|
||||||
} else if (col > 0) {
|
|
||||||
atlas_col = (col % 4) + 1;
|
|
||||||
}
|
|
||||||
if (row == size - 1) {
|
|
||||||
atlas_row = 5;
|
|
||||||
} else if (row > 0) {
|
|
||||||
atlas_row = (row % 4) + 1;
|
|
||||||
}
|
|
||||||
Vector2 pos = {32 * col + topx, 32 * row + topy};
|
|
||||||
Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
|
|
||||||
D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (game->selected_point.tag == SOME) {
|
|
||||||
Vector2 marker_pos = game->selected_point.some.point;
|
|
||||||
marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
|
|
||||||
marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
|
|
||||||
D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
|
|
||||||
}
|
|
||||||
|
|
||||||
// for (int i = 0; i < game->anim_playbacks_count; i++) {
|
|
||||||
for (int i = 0; i < game->entity_count; i++) {
|
|
||||||
Knight *knight = &game->knights[i];
|
|
||||||
SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
|
|
||||||
Rectangle src_rect = {
|
|
||||||
playback->current_frame * knight_sprite_size,
|
|
||||||
playback->row * knight_sprite_size,
|
|
||||||
knight_sprite_size,
|
|
||||||
knight_sprite_size,
|
|
||||||
};
|
|
||||||
// TODO: This might be a nice place to optimize
|
|
||||||
if (knight->look_dir == DIR_LEFT) {
|
|
||||||
src_rect.width = -abs((int)src_rect.width);
|
|
||||||
}
|
|
||||||
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
|
|
||||||
Texture2D tex = assets.textures[TEX_KNIGHT];
|
|
||||||
D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
|
|
||||||
if (knight->selected == true) {
|
|
||||||
Rectangle knight_col_area = {
|
|
||||||
knight->position.x + knight_colrect_select.x,
|
|
||||||
knight->position.y + knight_colrect_select.y,
|
|
||||||
knight_colrect_select.width,
|
|
||||||
knight_colrect_select.height,
|
|
||||||
};
|
|
||||||
// Color color = game->selected_knight == NULL ? RED : GREEN;
|
|
||||||
DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (game->selection_mouse_start_pos.tag == SOME) {
|
|
||||||
Point start_pos = game->selection_mouse_start_pos.some.point;
|
|
||||||
Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
|
|
||||||
|
|
||||||
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
|
|
||||||
f32 width = current_pos.x - start_pos.x;
|
|
||||||
f32 height = current_pos.y - start_pos.y;
|
|
||||||
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
|
|
||||||
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
|
|
||||||
Rectangle rect = {x, y, fabs(width), fabs(height)};
|
|
||||||
DrawRectangleLinesEx(rect, 4.0f, WHITE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
|
|
||||||
Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
|
|
||||||
D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
|
|
||||||
|
|
||||||
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
|
|
||||||
DrawFPS(SCREEN_WIDTH - 100, 10);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(void) {
|
|
||||||
printf("Knight Size: %ld \n", sizeof(Knight));
|
|
||||||
printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
|
|
||||||
printf("Point Size: %ld \n", sizeof(Point));
|
|
||||||
printf("Point Option Size: %ld \n", sizeof(PointOption));
|
|
||||||
printf("Direction Size: %ld \n", sizeof(Direction));
|
|
||||||
printf("KnightState Size: %ld \n", sizeof(KnightState));
|
|
||||||
|
|
||||||
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
|
|
||||||
|
|
||||||
int monitor = GetCurrentMonitor();
|
|
||||||
int monitor_width = GetMonitorWidth(monitor);
|
|
||||||
int monitor_height = GetMonitorHeight(monitor);
|
|
||||||
int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
|
|
||||||
int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
|
|
||||||
SetWindowPosition(win_pos_x, win_pos_y);
|
|
||||||
|
|
||||||
SetTargetFPS(TARGET_FPS);
|
|
||||||
|
|
||||||
HideCursor();
|
|
||||||
|
|
||||||
Camera2D cam = {0};
|
|
||||||
cam.zoom = 1.0f;
|
|
||||||
|
|
||||||
Assets assets = Init();
|
|
||||||
|
|
||||||
GameState game = {0};
|
|
||||||
game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
|
|
||||||
game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
|
|
||||||
const int entities = MAX_KNIGHTS;
|
|
||||||
for (int i = 0; i < entities; i++) {
|
|
||||||
|
|
||||||
int rand_x = GetRandomValue(165, 1130);
|
|
||||||
int rand_y = 100 + ((float)950 / (float)entities) * i;
|
|
||||||
game.knights[i].position = (Vector2){rand_x,rand_y};
|
|
||||||
|
|
||||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
|
|
||||||
int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
|
|
||||||
game.anim_playbacks[i].current_frame = rand_frame;
|
|
||||||
}
|
|
||||||
game.entity_count = entities;
|
|
||||||
|
|
||||||
while (!WindowShouldClose()) {
|
|
||||||
game.frame_count++;
|
|
||||||
float dt = GetFrameTime();
|
|
||||||
|
|
||||||
Update(&game, &cam, dt);
|
|
||||||
|
|
||||||
BeginDrawing();
|
|
||||||
{
|
|
||||||
BeginMode2D(cam);
|
|
||||||
{
|
|
||||||
Draw(&game, assets, cam, dt);
|
|
||||||
}
|
|
||||||
EndMode2D();
|
|
||||||
}
|
|
||||||
EndDrawing();
|
|
||||||
}
|
|
||||||
|
|
||||||
free(game.knights);
|
|
||||||
free(game.anim_playbacks);
|
|
||||||
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
|
|
||||||
UnloadTexture(assets.textures[i]);
|
|
||||||
}
|
|
||||||
free(assets.textures);
|
|
||||||
CloseWindow();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
// sprites.h
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "lib.h"
|
|
||||||
#include "include/raylib.h"
|
|
||||||
|
|
||||||
typedef struct {
|
|
||||||
u8 loop;
|
|
||||||
u8 total_frames;
|
|
||||||
} SpriteAnimation;
|
|
||||||
|
|
||||||
typedef struct {
|
|
||||||
f32 time_elapsed;
|
|
||||||
u8 row;
|
|
||||||
u8 total_frames;
|
|
||||||
u8 current_frame;
|
|
||||||
u8 loop;
|
|
||||||
} SpriteAnimationPlayback;
|
|
||||||
|
|
||||||
void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback);
|
|
||||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len);
|
|
||||||
bool IsAnimationFinished(SpriteAnimationPlayback playback);
|
|
||||||
File renamed without changes.
@@ -0,0 +1,324 @@
|
|||||||
|
#include <cstdlib>
|
||||||
|
#include <cstdio>
|
||||||
|
#include <cstring>
|
||||||
|
#include <optional>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
#define ENNIX_LIB_IMPLEMENTATION
|
||||||
|
#include "lib.h"
|
||||||
|
#include "sprites.h"
|
||||||
|
#include "game.h"
|
||||||
|
#include "game_data.h"
|
||||||
|
|
||||||
|
GameState *InitState() {
|
||||||
|
Assets assets = {};
|
||||||
|
assets.textures = (Texture*)malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
|
||||||
|
assets.textures[TEX_GROUND] = LoadTexture("./assets/Terrain/Ground/Tilemap_Flat.png");
|
||||||
|
assets.textures[TEX_KNIGHT] =
|
||||||
|
LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
|
||||||
|
assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png");
|
||||||
|
assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
|
||||||
|
|
||||||
|
auto game = new GameState;
|
||||||
|
game->should_reset = false;
|
||||||
|
game->assets = assets;
|
||||||
|
// TODO: Probably want to use idiomatic C++ here?
|
||||||
|
game->knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight));
|
||||||
|
game->anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
|
||||||
|
const int entities = MAX_KNIGHTS;
|
||||||
|
for (int i = 0; i < entities; i++) {
|
||||||
|
f32 rand_x = GetRandomValue(165, 1130);
|
||||||
|
f32 rand_y = 100 + ((float)950 / (float)entities) * i;
|
||||||
|
game->knights[i].position = {rand_x,rand_y};
|
||||||
|
|
||||||
|
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
|
||||||
|
int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames - 1);
|
||||||
|
game->anim_playbacks[i].current_frame = rand_frame;
|
||||||
|
}
|
||||||
|
game->entity_count = entities;
|
||||||
|
|
||||||
|
game->camera = Camera2D{.offset = {0, 0}, .target = {0, 0}, .rotation = 0.0f, .zoom = 1.0f};
|
||||||
|
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameState *Init() {
|
||||||
|
SetTraceLogLevel(LOG_WARNING);
|
||||||
|
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
|
||||||
|
|
||||||
|
int monitor = GetCurrentMonitor();
|
||||||
|
int monitor_width = GetMonitorWidth(monitor);
|
||||||
|
int monitor_height = GetMonitorHeight(monitor);
|
||||||
|
int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
|
||||||
|
int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
|
||||||
|
SetWindowPosition(win_pos_x, win_pos_y);
|
||||||
|
|
||||||
|
SetTargetFPS(TARGET_FPS);
|
||||||
|
|
||||||
|
HideCursor();
|
||||||
|
|
||||||
|
return InitState();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Input(GameState *state) {
|
||||||
|
if (IsMouseButtonPressed(0)) {
|
||||||
|
if (IsKeyDown(KEY_LEFT_CONTROL)) {
|
||||||
|
state->drag_camera_start_pos = optional<Point>{GetMousePosition()};
|
||||||
|
state->camera_target_start_pos = state->camera.target;
|
||||||
|
} else {
|
||||||
|
auto point = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||||
|
state->selection_mouse_start_pos = optional<Point>{point};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (IsMouseButtonReleased(0)) {
|
||||||
|
state->selection_mouse_start_pos = optional<Point>{};
|
||||||
|
state->drag_camera_start_pos = optional<Point>{};
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsMouseButtonPressed(1)) {
|
||||||
|
Point target_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||||
|
bool any = false;
|
||||||
|
for (int i = 0; i < state->entity_count; i++) {
|
||||||
|
if (state->knights[i].selected) {
|
||||||
|
state->knights[i].move_target_point = target_pos;
|
||||||
|
state->knights[i].ordered_to_move = true;
|
||||||
|
any = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (any) {
|
||||||
|
state->selected_point = optional<Point>{target_pos};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) {
|
||||||
|
for (int i = 0; i < state->entity_count; i++) {
|
||||||
|
auto& knight = state->knights[i];
|
||||||
|
if (knight.selected && knight.state != KnightState::ATTACKING) {
|
||||||
|
knight.ordered_to_move = false;
|
||||||
|
knight.state = KnightState::ATTACKING;
|
||||||
|
PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &state->anim_playbacks[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KEY_F1)) {
|
||||||
|
global_debug_mode = !global_debug_mode;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KEY_F2)) {
|
||||||
|
state->should_reset = true;
|
||||||
|
printf("Resetting GameState\n");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update(GameState *state) {
|
||||||
|
// cout << "Cool" << endl;
|
||||||
|
if (state->selection_mouse_start_pos.has_value()) {
|
||||||
|
Point start_pos = state->selection_mouse_start_pos.value();
|
||||||
|
Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||||
|
|
||||||
|
f32 width = current_pos.x - start_pos.x;
|
||||||
|
f32 height = current_pos.y - start_pos.y;
|
||||||
|
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
|
||||||
|
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
|
||||||
|
Rectangle rect = {x, y, fabs(width), fabs(height)};
|
||||||
|
for (int i = 0; i < state->entity_count; i++) {
|
||||||
|
Rectangle mouse_select_area = {
|
||||||
|
state->knights[i].position.x + knight_colrect_select.x,
|
||||||
|
state->knights[i].position.y + knight_colrect_select.y,
|
||||||
|
knight_colrect_select.width,
|
||||||
|
knight_colrect_select.height,
|
||||||
|
};
|
||||||
|
state->knights[i].selected = CheckCollisionRecs(rect, mouse_select_area);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (state->drag_camera_start_pos.has_value()) {
|
||||||
|
Point start_pos = state->drag_camera_start_pos.value();
|
||||||
|
state->camera.target = state->camera_target_start_pos + (start_pos - GetMousePosition());
|
||||||
|
}
|
||||||
|
float dt = 0.33;
|
||||||
|
const float cam_move_speed = 1050.0f * dt;
|
||||||
|
// TODO: This was moved out of Input
|
||||||
|
Vector2 cam_vel = {};
|
||||||
|
cam_vel = Vector2Normalize(cam_vel);
|
||||||
|
state->camera_position = Vector2Scale(cam_vel, cam_move_speed);
|
||||||
|
state->camera.offset = Vector2Add(state->camera.offset, state->camera_position);
|
||||||
|
// Process animation data
|
||||||
|
TickSpriteAnimations(state->anim_playbacks, state->entity_count);
|
||||||
|
|
||||||
|
// Handle knight movement if they are moving somewhere
|
||||||
|
for (int i = 0; i < state->entity_count; i++) {
|
||||||
|
Vector2 input_vel = {};
|
||||||
|
Knight *knight = &state->knights[i];
|
||||||
|
if (knight->ordered_to_move) {
|
||||||
|
Vector2 target = knight->move_target_point;
|
||||||
|
if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
|
||||||
|
knight->ordered_to_move = false;
|
||||||
|
} else {
|
||||||
|
input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
|
||||||
|
knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle the attacking state, if not handle state transitions
|
||||||
|
if (knight->state == KnightState::ATTACKING) {
|
||||||
|
if (IsAnimationFinished(state->anim_playbacks[i])) {
|
||||||
|
knight->state = KnightState::IDLE;
|
||||||
|
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (input_vel.x != 0) {
|
||||||
|
knight->look_dir = input_vel.x == -1 ? Direction::LEFT : Direction::RIGHT;
|
||||||
|
}
|
||||||
|
if (input_vel.x != 0 || input_vel.y != 0) {
|
||||||
|
if (knight->state == KnightState::IDLE) {
|
||||||
|
PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &state->anim_playbacks[i]);
|
||||||
|
knight->state = KnightState::RUNNING;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (knight->state == KnightState::RUNNING) {
|
||||||
|
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
|
||||||
|
knight->state = KnightState::IDLE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (i == 0) continue;
|
||||||
|
// TODO: This is likely getting called every frame, probably best to have a dirty flag to detect movement
|
||||||
|
// Sort the entities by y position using Insertion Sort
|
||||||
|
int j = i;
|
||||||
|
while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) {
|
||||||
|
// Swap position
|
||||||
|
Knight temp_k = state->knights[j - 1];
|
||||||
|
state->knights[j - 1] = state->knights[j];
|
||||||
|
state->knights[j] = temp_k;
|
||||||
|
// Swap animations
|
||||||
|
SpriteAnimationPlayback temp_a = state->anim_playbacks[j - 1];
|
||||||
|
state->anim_playbacks[j - 1] = state->anim_playbacks[j];
|
||||||
|
state->anim_playbacks[j] = temp_a;
|
||||||
|
j--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Draw2D(GameState *state) {
|
||||||
|
int size = 32;
|
||||||
|
int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
|
||||||
|
int topy = SCREEN_HEIGHT / 2 - size * 32 / 2;
|
||||||
|
for (int col = 0; col < size; col++) {
|
||||||
|
for (int row = 0; row < size; row++) {
|
||||||
|
int atlas_col = 0;
|
||||||
|
int atlas_row = 0;
|
||||||
|
if (col == size - 1) {
|
||||||
|
atlas_col = 5;
|
||||||
|
} else if (col > 0) {
|
||||||
|
atlas_col = (col % 4) + 1;
|
||||||
|
}
|
||||||
|
if (row == size - 1) {
|
||||||
|
atlas_row = 5;
|
||||||
|
} else if (row > 0) {
|
||||||
|
atlas_row = (row % 4) + 1;
|
||||||
|
}
|
||||||
|
Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
|
||||||
|
Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
|
||||||
|
DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (state->selected_point.has_value()) {
|
||||||
|
Vector2 marker_pos = state->selected_point.value();
|
||||||
|
marker_pos.x -= state->assets.textures[TEX_TARGET_RETICLE].width / 2;
|
||||||
|
marker_pos.y -= state->assets.textures[TEX_TARGET_RETICLE].height / 2;
|
||||||
|
D_DrawTextureV(state->assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
|
||||||
|
}
|
||||||
|
|
||||||
|
// for (int i = 0; i < game->anim_playbacks_count; i++) {
|
||||||
|
for (int i = 0; i < state->entity_count; i++) {
|
||||||
|
Knight *knight = &state->knights[i];
|
||||||
|
SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
|
||||||
|
Rectangle src_rect = {
|
||||||
|
(float)(playback->current_frame * knight_sprite_size),
|
||||||
|
(float)(playback->row * knight_sprite_size),
|
||||||
|
knight_sprite_size,
|
||||||
|
knight_sprite_size,
|
||||||
|
};
|
||||||
|
// TODO: This might be a nice place to optimize
|
||||||
|
if (knight->look_dir == Direction::LEFT) {
|
||||||
|
src_rect.width = -abs((int)src_rect.width);
|
||||||
|
}
|
||||||
|
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
|
||||||
|
Texture2D tex = state->assets.textures[TEX_KNIGHT];
|
||||||
|
D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
|
||||||
|
if (knight->selected == true) {
|
||||||
|
Rectangle knight_col_area = {
|
||||||
|
knight->position.x + knight_colrect_select.x,
|
||||||
|
knight->position.y + knight_colrect_select.y,
|
||||||
|
knight_colrect_select.width,
|
||||||
|
knight_colrect_select.height,
|
||||||
|
};
|
||||||
|
DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (state->selection_mouse_start_pos.has_value()) {
|
||||||
|
Point start_pos = state->selection_mouse_start_pos.value();
|
||||||
|
Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||||
|
|
||||||
|
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
|
||||||
|
f32 width = current_pos.x - start_pos.x;
|
||||||
|
f32 height = current_pos.y - start_pos.y;
|
||||||
|
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
|
||||||
|
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
|
||||||
|
Rectangle rect = {x, y, fabs(width), fabs(height)};
|
||||||
|
DrawRectangleLinesEx(rect, 4.0f, WHITE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 world = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||||
|
Vector2 pointer_pos = Vector2Subtract(world, {24, 19});
|
||||||
|
D_DrawTextureV(state->assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
|
||||||
|
}
|
||||||
|
|
||||||
|
extern "C" {
|
||||||
|
GameState* game_init() {
|
||||||
|
return Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
GameState* game_init_state() {
|
||||||
|
return InitState();
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_step(GameState *state) {
|
||||||
|
try {
|
||||||
|
Input(state);
|
||||||
|
Update(state);
|
||||||
|
BeginDrawing();
|
||||||
|
{
|
||||||
|
ClearBackground({100, 149, 237, 255});
|
||||||
|
BeginMode2D(state->camera);
|
||||||
|
{
|
||||||
|
Draw2D(state);
|
||||||
|
}
|
||||||
|
EndMode2D();
|
||||||
|
|
||||||
|
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
|
||||||
|
DrawFPS(SCREEN_WIDTH - 100, 10);
|
||||||
|
}
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
catch (const exception& e) {
|
||||||
|
printf("Exception: %s\n", e.what());
|
||||||
|
TraceLog(LOG_ERROR, "Exception: %s", e.what());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_cleanup(GameState *state) {
|
||||||
|
// free(state->assets.textures);
|
||||||
|
delete state;
|
||||||
|
printf("Cleaning Up\n");
|
||||||
|
CloseWindow();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool window_should_close() {
|
||||||
|
return WindowShouldClose();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,77 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "lib.h"
|
||||||
|
#include "sprites.h"
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
#include <optional>
|
||||||
|
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
#define TEXTURES_BUF_SIZE 16
|
||||||
|
#define TARGET_FPS 60
|
||||||
|
#define MAX_KNIGHTS 50
|
||||||
|
#define SCREEN_WIDTH 1300
|
||||||
|
#define SCREEN_HEIGHT 1080
|
||||||
|
|
||||||
|
bool global_debug_mode = false;
|
||||||
|
|
||||||
|
enum class KnightState {
|
||||||
|
IDLE = 0,
|
||||||
|
RUNNING = 1,
|
||||||
|
ATTACKING = 2,
|
||||||
|
};
|
||||||
|
|
||||||
|
enum class Direction : u8 {
|
||||||
|
UP = 0,
|
||||||
|
DOWN = 1,
|
||||||
|
LEFT = 2,
|
||||||
|
RIGHT = 3,
|
||||||
|
// DIR_UP_LEFT = 4,
|
||||||
|
// DIR_UP_RIGHT = 5,
|
||||||
|
// DIR_DOWN_LEFT = 6,
|
||||||
|
// DIR_DOWN_RIGHT = 7,
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Knight {
|
||||||
|
Point position;
|
||||||
|
Point move_target_point;
|
||||||
|
Direction look_dir;
|
||||||
|
KnightState state;
|
||||||
|
u8 selected;
|
||||||
|
u8 ordered_to_move;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Assets {
|
||||||
|
Texture2D *textures;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GameState {
|
||||||
|
bool should_reset;
|
||||||
|
Camera2D camera;
|
||||||
|
int frame_count;
|
||||||
|
Point camera_position;
|
||||||
|
|
||||||
|
optional<Point> selected_point;
|
||||||
|
Knight *knights;
|
||||||
|
SpriteAnimationPlayback *anim_playbacks;
|
||||||
|
|
||||||
|
optional<Point> selection_mouse_start_pos;
|
||||||
|
|
||||||
|
int entity_count;
|
||||||
|
Assets assets;
|
||||||
|
|
||||||
|
optional<Point> drag_camera_start_pos;
|
||||||
|
|
||||||
|
Point camera_target_start_pos;
|
||||||
|
|
||||||
|
~GameState() {
|
||||||
|
free(knights);
|
||||||
|
free(anim_playbacks);
|
||||||
|
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
|
||||||
|
UnloadTexture(assets.textures[i]);
|
||||||
|
}
|
||||||
|
free(assets.textures);
|
||||||
|
printf("Freeing GameState memory\n");
|
||||||
|
}
|
||||||
|
};
|
||||||
+37
@@ -0,0 +1,37 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#define TEX_GROUND 0
|
||||||
|
#define TEX_KNIGHT 1
|
||||||
|
#define TEX_MOUSE_CURSOR 2
|
||||||
|
#define TEX_TARGET_RETICLE 3
|
||||||
|
|
||||||
|
#define ANIM_KNIGHT_IDLE 0
|
||||||
|
#define ANIM_KNIGHT_RUN 1
|
||||||
|
#define ANIM_KNIGHT_ATTACK_SIDE1 2
|
||||||
|
#define ANIM_KNIGHT_ATTACK_SIDE2 3
|
||||||
|
#define ANIM_KNIGHT_ATTACK_TOP1 4
|
||||||
|
#define ANIM_KNIGHT_ATTACK_TOP2 5
|
||||||
|
#define ANIM_KNIGHT_ATTACK_BACK1 6
|
||||||
|
#define ANIM_KNIGHT_ATTACK_BACK2 7
|
||||||
|
|
||||||
|
const u16 knight_sprite_size = 192;
|
||||||
|
const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35};
|
||||||
|
const Size knight_col_size = {50, 75};
|
||||||
|
// TODO: We probably want this as a helper function somewhere
|
||||||
|
const Rectangle knight_colrect_select = {
|
||||||
|
-knight_col_size.width / 2,
|
||||||
|
-knight_col_size.height / 2 - 35,
|
||||||
|
knight_col_size.width,
|
||||||
|
knight_col_size.height,
|
||||||
|
};
|
||||||
|
|
||||||
|
SpriteAnimation knight_anims[8] = {
|
||||||
|
{.loop = true, .total_frames = 6}, // ANIM_KNIGHT_IDLE
|
||||||
|
{.loop = true, .total_frames = 6}, // ANIM_KNIGHT_RUN
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_SIDE1
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_SIDE2
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_TOP1
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_TOP2
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_BACK1
|
||||||
|
{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_BACK2
|
||||||
|
};
|
||||||
@@ -1,22 +1,22 @@
|
|||||||
/**********************************************************************************************
|
/**********************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
|
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
|
||||||
*
|
*
|
||||||
* FEATURES:
|
* FEATURES:
|
||||||
* - NO external dependencies, all required libraries included with raylib
|
* - NO external dependencies, all required libraries included with raylib
|
||||||
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
|
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
|
||||||
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
|
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
|
||||||
* - Written in plain C code (C99) in PascalCase/camelCase notation
|
* - Written in plain C code (C99) in PascalCase/camelCase notation
|
||||||
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
|
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
|
||||||
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||||
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
|
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
|
||||||
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
|
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
|
||||||
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
|
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
|
||||||
* - Flexible Materials system, supporting classic maps and PBR maps
|
* - Flexible Materials system, supporting classic maps and PBR maps
|
||||||
* - Animated 3D models supported (skeletal bones animation) (IQM)
|
* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
|
||||||
* - Shaders support, including Model shaders and Postprocessing shaders
|
* - Shaders support, including Model shaders and Postprocessing shaders
|
||||||
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
|
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
|
||||||
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
|
||||||
* - VR stereo rendering with configurable HMD device parameters
|
* - VR stereo rendering with configurable HMD device parameters
|
||||||
* - Bindings to multiple programming languages available!
|
* - Bindings to multiple programming languages available!
|
||||||
*
|
*
|
||||||
@@ -27,29 +27,35 @@
|
|||||||
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
|
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
|
||||||
*
|
*
|
||||||
* DEPENDENCIES (included):
|
* DEPENDENCIES (included):
|
||||||
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
|
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
|
||||||
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
|
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
|
||||||
|
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
|
||||||
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
|
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
|
||||||
*
|
*
|
||||||
* OPTIONAL DEPENDENCIES (included):
|
* OPTIONAL DEPENDENCIES (included):
|
||||||
* [rcore] msf_gif (Miles Fogle) for GIF recording
|
* [rcore] msf_gif (Miles Fogle) for GIF recording
|
||||||
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
|
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
|
||||||
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
|
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
|
||||||
|
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
|
||||||
|
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
|
||||||
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
|
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
|
||||||
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
|
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
|
||||||
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
|
* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
|
||||||
|
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
|
||||||
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
|
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
|
||||||
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
|
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
|
||||||
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
|
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
|
||||||
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
|
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
|
||||||
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
|
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
|
||||||
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
|
* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
|
||||||
|
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
|
||||||
* [raudio] dr_wav (David Reid) for WAV audio file loading
|
* [raudio] dr_wav (David Reid) for WAV audio file loading
|
||||||
* [raudio] dr_flac (David Reid) for FLAC audio file loading
|
* [raudio] dr_flac (David Reid) for FLAC audio file loading
|
||||||
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
|
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
|
||||||
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
|
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
|
||||||
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
|
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||||
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
|
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||||
|
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
|
||||||
*
|
*
|
||||||
*
|
*
|
||||||
* LICENSE: zlib/libpng
|
* LICENSE: zlib/libpng
|
||||||
@@ -57,7 +63,7 @@
|
|||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software:
|
* BSD-like license that allows static linking with closed source software:
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
@@ -82,21 +88,26 @@
|
|||||||
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
|
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
|
||||||
|
|
||||||
#define RAYLIB_VERSION_MAJOR 5
|
#define RAYLIB_VERSION_MAJOR 5
|
||||||
#define RAYLIB_VERSION_MINOR 0
|
#define RAYLIB_VERSION_MINOR 5
|
||||||
#define RAYLIB_VERSION_PATCH 0
|
#define RAYLIB_VERSION_PATCH 0
|
||||||
#define RAYLIB_VERSION "5.0"
|
#define RAYLIB_VERSION "5.5"
|
||||||
|
|
||||||
// Function specifiers in case library is build/used as a shared library (Windows)
|
// Function specifiers in case library is build/used as a shared library
|
||||||
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
|
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
|
||||||
|
// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
|
||||||
#if defined(_WIN32)
|
#if defined(_WIN32)
|
||||||
|
#if defined(__TINYC__)
|
||||||
|
#define __declspec(x) __attribute__((x))
|
||||||
|
#endif
|
||||||
#if defined(BUILD_LIBTYPE_SHARED)
|
#if defined(BUILD_LIBTYPE_SHARED)
|
||||||
#if defined(__TINYC__)
|
|
||||||
#define __declspec(x) __attribute__((x))
|
|
||||||
#endif
|
|
||||||
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
|
||||||
#elif defined(USE_LIBTYPE_SHARED)
|
#elif defined(USE_LIBTYPE_SHARED)
|
||||||
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
|
||||||
#endif
|
#endif
|
||||||
|
#else
|
||||||
|
#if defined(BUILD_LIBTYPE_SHARED)
|
||||||
|
#define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
|
||||||
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef RLAPI
|
#ifndef RLAPI
|
||||||
@@ -347,8 +358,10 @@ typedef struct Mesh {
|
|||||||
// Animation vertex data
|
// Animation vertex data
|
||||||
float *animVertices; // Animated vertex positions (after bones transformations)
|
float *animVertices; // Animated vertex positions (after bones transformations)
|
||||||
float *animNormals; // Animated normals (after bones transformations)
|
float *animNormals; // Animated normals (after bones transformations)
|
||||||
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
|
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
|
||||||
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
|
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
|
||||||
|
Matrix *boneMatrices; // Bones animated transformation matrices
|
||||||
|
int boneCount; // Number of bones
|
||||||
|
|
||||||
// OpenGL identifiers
|
// OpenGL identifiers
|
||||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||||
@@ -416,7 +429,7 @@ typedef struct ModelAnimation {
|
|||||||
// Ray, ray for raycasting
|
// Ray, ray for raycasting
|
||||||
typedef struct Ray {
|
typedef struct Ray {
|
||||||
Vector3 position; // Ray position (origin)
|
Vector3 position; // Ray position (origin)
|
||||||
Vector3 direction; // Ray direction
|
Vector3 direction; // Ray direction (normalized)
|
||||||
} Ray;
|
} Ray;
|
||||||
|
|
||||||
// RayCollision, ray hit information
|
// RayCollision, ray hit information
|
||||||
@@ -479,7 +492,6 @@ typedef struct VrDeviceInfo {
|
|||||||
int vResolution; // Vertical resolution in pixels
|
int vResolution; // Vertical resolution in pixels
|
||||||
float hScreenSize; // Horizontal size in meters
|
float hScreenSize; // Horizontal size in meters
|
||||||
float vScreenSize; // Vertical size in meters
|
float vScreenSize; // Vertical size in meters
|
||||||
float vScreenCenter; // Screen center in meters
|
|
||||||
float eyeToScreenDistance; // Distance between eye and display in meters
|
float eyeToScreenDistance; // Distance between eye and display in meters
|
||||||
float lensSeparationDistance; // Lens separation distance in meters
|
float lensSeparationDistance; // Lens separation distance in meters
|
||||||
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
||||||
@@ -673,7 +685,7 @@ typedef enum {
|
|||||||
KEY_KP_EQUAL = 336, // Key: Keypad =
|
KEY_KP_EQUAL = 336, // Key: Keypad =
|
||||||
// Android key buttons
|
// Android key buttons
|
||||||
KEY_BACK = 4, // Key: Android back button
|
KEY_BACK = 4, // Key: Android back button
|
||||||
KEY_MENU = 82, // Key: Android menu button
|
KEY_MENU = 5, // Key: Android menu button
|
||||||
KEY_VOLUME_UP = 24, // Key: Android volume up button
|
KEY_VOLUME_UP = 24, // Key: Android volume up button
|
||||||
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
|
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
|
||||||
} KeyboardKey;
|
} KeyboardKey;
|
||||||
@@ -717,12 +729,12 @@ typedef enum {
|
|||||||
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
|
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
|
||||||
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
|
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
|
||||||
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
||||||
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
|
||||||
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
||||||
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
|
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
|
||||||
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
|
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
|
||||||
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
|
||||||
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
|
||||||
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
|
||||||
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
|
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
|
||||||
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
|
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
|
||||||
@@ -786,7 +798,10 @@ typedef enum {
|
|||||||
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
||||||
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
||||||
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
||||||
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
|
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
|
||||||
|
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
|
||||||
|
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
|
||||||
|
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
|
||||||
} ShaderLocationIndex;
|
} ShaderLocationIndex;
|
||||||
|
|
||||||
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
|
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
|
||||||
@@ -868,8 +883,7 @@ typedef enum {
|
|||||||
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
||||||
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
|
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
|
||||||
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
||||||
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
|
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
|
||||||
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
|
|
||||||
} CubemapLayout;
|
} CubemapLayout;
|
||||||
|
|
||||||
// Font type, defines generation method
|
// Font type, defines generation method
|
||||||
@@ -909,11 +923,11 @@ typedef enum {
|
|||||||
|
|
||||||
// Camera system modes
|
// Camera system modes
|
||||||
typedef enum {
|
typedef enum {
|
||||||
CAMERA_CUSTOM = 0, // Custom camera
|
CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
|
||||||
CAMERA_FREE, // Free camera
|
CAMERA_FREE, // Camera free mode
|
||||||
CAMERA_ORBITAL, // Orbital camera
|
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
|
||||||
CAMERA_FIRST_PERSON, // First person camera
|
CAMERA_FIRST_PERSON, // Camera first person
|
||||||
CAMERA_THIRD_PERSON // Third person camera
|
CAMERA_THIRD_PERSON // Camera third person
|
||||||
} CameraMode;
|
} CameraMode;
|
||||||
|
|
||||||
// Camera projection
|
// Camera projection
|
||||||
@@ -930,7 +944,7 @@ typedef enum {
|
|||||||
} NPatchLayout;
|
} NPatchLayout;
|
||||||
|
|
||||||
// Callbacks to hook some internal functions
|
// Callbacks to hook some internal functions
|
||||||
// WARNING: These callbacks are intended for advance users
|
// WARNING: These callbacks are intended for advanced users
|
||||||
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
|
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
|
||||||
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
|
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
|
||||||
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
|
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
|
||||||
@@ -956,36 +970,36 @@ RLAPI void CloseWindow(void); // Close windo
|
|||||||
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
||||||
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
||||||
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
||||||
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
|
||||||
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
|
||||||
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
|
||||||
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowFocused(void); // Check if window is currently focused
|
||||||
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
|
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
|
||||||
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
|
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
|
||||||
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
|
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
|
||||||
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
|
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
|
||||||
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
|
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
|
||||||
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
|
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
|
||||||
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
|
||||||
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
|
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
|
||||||
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
|
||||||
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
|
||||||
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
|
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
|
||||||
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
RLAPI void SetWindowTitle(const char *title); // Set title for window
|
||||||
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
|
||||||
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
|
||||||
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
||||||
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
|
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
|
||||||
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
||||||
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
|
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
|
||||||
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
|
RLAPI void SetWindowFocused(void); // Set window focused
|
||||||
RLAPI void *GetWindowHandle(void); // Get native window handle
|
RLAPI void *GetWindowHandle(void); // Get native window handle
|
||||||
RLAPI int GetScreenWidth(void); // Get current screen width
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
||||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||||
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
|
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
|
||||||
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
|
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
|
||||||
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
||||||
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
|
RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
|
||||||
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
|
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
|
||||||
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
|
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
|
||||||
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
|
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
|
||||||
@@ -997,6 +1011,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window
|
|||||||
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
|
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
|
||||||
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
||||||
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
||||||
|
RLAPI Image GetClipboardImage(void); // Get clipboard image content
|
||||||
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
|
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
|
||||||
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
|
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
|
||||||
|
|
||||||
@@ -1035,7 +1050,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
|
|||||||
// NOTE: Shader functionality is not available on OpenGL 1.1
|
// NOTE: Shader functionality is not available on OpenGL 1.1
|
||||||
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
||||||
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
|
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
|
||||||
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
|
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
|
||||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
||||||
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
||||||
@@ -1045,13 +1060,15 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
|
|||||||
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
||||||
|
|
||||||
// Screen-space-related functions
|
// Screen-space-related functions
|
||||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
|
||||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
|
||||||
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
|
||||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
||||||
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
|
||||||
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
|
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
|
||||||
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
|
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
|
||||||
|
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
||||||
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
||||||
|
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
||||||
|
|
||||||
// Timing-related functions
|
// Timing-related functions
|
||||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||||
@@ -1060,7 +1077,7 @@ RLAPI double GetTime(void); // Get elapsed
|
|||||||
RLAPI int GetFPS(void); // Get current FPS
|
RLAPI int GetFPS(void); // Get current FPS
|
||||||
|
|
||||||
// Custom frame control functions
|
// Custom frame control functions
|
||||||
// NOTE: Those functions are intended for advance users that want full control over the frame processing
|
// NOTE: Those functions are intended for advanced users that want full control over the frame processing
|
||||||
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
||||||
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
||||||
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
||||||
@@ -1087,7 +1104,7 @@ RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal me
|
|||||||
RLAPI void MemFree(void *ptr); // Internal memory free
|
RLAPI void MemFree(void *ptr); // Internal memory free
|
||||||
|
|
||||||
// Set custom callbacks
|
// Set custom callbacks
|
||||||
// WARNING: Callbacks setup is intended for advance users
|
// WARNING: Callbacks setup is intended for advanced users
|
||||||
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
||||||
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
||||||
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
||||||
@@ -1116,10 +1133,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
|
|||||||
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
|
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
|
||||||
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
||||||
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
|
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
|
||||||
|
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
|
||||||
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
|
||||||
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
|
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
|
||||||
|
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
|
||||||
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
|
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
|
||||||
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
|
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
|
||||||
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
|
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
|
||||||
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
||||||
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
|
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
|
||||||
@@ -1131,10 +1150,14 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
|
|||||||
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
|
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
|
||||||
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
|
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
|
||||||
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
|
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
|
||||||
|
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
|
||||||
|
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
||||||
|
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
||||||
|
|
||||||
|
|
||||||
// Automation events functionality
|
// Automation events functionality
|
||||||
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
||||||
RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
|
RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
|
||||||
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
|
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
|
||||||
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
|
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
|
||||||
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
|
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
|
||||||
@@ -1148,7 +1171,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
|
|||||||
|
|
||||||
// Input-related functions: keyboard
|
// Input-related functions: keyboard
|
||||||
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
||||||
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
|
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
|
||||||
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
|
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
|
||||||
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
|
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
|
||||||
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
|
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
|
||||||
@@ -1157,16 +1180,17 @@ RLAPI int GetCharPressed(void); // Get char presse
|
|||||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||||
|
|
||||||
// Input-related functions: gamepads
|
// Input-related functions: gamepads
|
||||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||||
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
||||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
||||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
||||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
||||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
||||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||||
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
||||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
||||||
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
||||||
|
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
|
||||||
|
|
||||||
// Input-related functions: mouse
|
// Input-related functions: mouse
|
||||||
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
|
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
|
||||||
@@ -1197,7 +1221,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
|
|||||||
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
||||||
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
|
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
|
||||||
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||||
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
|
||||||
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||||
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
||||||
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||||
@@ -1216,19 +1240,21 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
|
|||||||
// NOTE: It can be useful when using basic shapes and one single font,
|
// NOTE: It can be useful when using basic shapes and one single font,
|
||||||
// defining a font char white rectangle would allow drawing everything in a single draw call
|
// defining a font char white rectangle would allow drawing everything in a single draw call
|
||||||
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
||||||
|
RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
|
||||||
|
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
|
||||||
|
|
||||||
// Basic shapes drawing functions
|
// Basic shapes drawing functions
|
||||||
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
|
||||||
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
|
||||||
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||||
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
|
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
|
||||||
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
|
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
|
||||||
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
|
RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
|
||||||
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
|
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
|
||||||
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
||||||
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
|
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
|
||||||
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
|
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
|
||||||
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
|
||||||
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
||||||
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
||||||
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
|
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
|
||||||
@@ -1240,27 +1266,28 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
|||||||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||||
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
||||||
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
||||||
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
|
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
|
||||||
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
|
||||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
|
||||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||||
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
|
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
|
||||||
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
||||||
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
|
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
|
||||||
|
RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
|
||||||
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
||||||
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
||||||
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
||||||
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
||||||
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||||
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
||||||
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
||||||
|
|
||||||
// Splines drawing functions
|
// Splines drawing functions
|
||||||
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
||||||
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
||||||
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
||||||
RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
||||||
RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
||||||
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
|
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
|
||||||
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
|
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
|
||||||
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
|
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
|
||||||
@@ -1278,12 +1305,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
|
|||||||
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
||||||
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
||||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
||||||
|
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
|
||||||
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
||||||
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
||||||
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
||||||
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
|
|
||||||
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
|
|
||||||
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
||||||
|
RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
|
||||||
|
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
|
||||||
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
@@ -1294,12 +1322,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
|
|||||||
// NOTE: These functions do not require GPU access
|
// NOTE: These functions do not require GPU access
|
||||||
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
||||||
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
||||||
RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
|
|
||||||
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
|
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
|
||||||
|
RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
|
||||||
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
|
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
|
||||||
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
||||||
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
||||||
RLAPI bool IsImageReady(Image image); // Check if an image is ready
|
RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
|
||||||
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||||
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
||||||
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
||||||
@@ -1319,6 +1347,7 @@ RLAPI Image GenImageText(int width, int height, const char *text);
|
|||||||
// Image manipulation functions
|
// Image manipulation functions
|
||||||
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||||
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
||||||
|
RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
|
||||||
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||||
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
||||||
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||||
@@ -1329,9 +1358,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);
|
|||||||
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
||||||
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
||||||
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
|
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
|
||||||
|
RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
|
||||||
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
||||||
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
||||||
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
|
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
|
||||||
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
|
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
|
||||||
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||||
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
||||||
@@ -1359,6 +1389,7 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
|
|||||||
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
|
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
|
||||||
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
|
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
|
||||||
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
|
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
|
||||||
|
RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
|
||||||
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
|
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
|
||||||
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
|
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
|
||||||
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
|
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
|
||||||
@@ -1367,6 +1398,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei
|
|||||||
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
||||||
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
|
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
|
||||||
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
||||||
|
RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
|
||||||
|
RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
|
||||||
|
RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
|
||||||
|
RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
|
||||||
|
RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
|
||||||
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
||||||
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
|
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
|
||||||
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
|
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
|
||||||
@@ -1377,9 +1413,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
|
|||||||
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
||||||
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
|
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
|
||||||
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
||||||
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
|
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
|
||||||
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
||||||
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
|
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
|
||||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
||||||
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
||||||
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
||||||
@@ -1398,8 +1434,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, V
|
|||||||
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
||||||
|
|
||||||
// Color/pixel related functions
|
// Color/pixel related functions
|
||||||
|
RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
|
||||||
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
|
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
|
||||||
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
|
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
|
||||||
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
|
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
|
||||||
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
||||||
@@ -1409,6 +1446,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
|
|||||||
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
|
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
|
||||||
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
|
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
|
||||||
|
RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
|
||||||
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
|
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
|
||||||
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
|
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
|
||||||
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
|
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
|
||||||
@@ -1421,10 +1459,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
|
|||||||
// Font loading/unloading functions
|
// Font loading/unloading functions
|
||||||
RLAPI Font GetFontDefault(void); // Get the default Font
|
RLAPI Font GetFontDefault(void); // Get the default Font
|
||||||
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
||||||
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
|
||||||
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
||||||
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
||||||
RLAPI bool IsFontReady(Font font); // Check if a font is ready
|
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
|
||||||
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
||||||
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
||||||
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
||||||
@@ -1465,7 +1503,7 @@ RLAPI bool TextIsEqual(const char *text1, const char *text2);
|
|||||||
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
||||||
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
|
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
|
||||||
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
||||||
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
|
RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
|
||||||
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
|
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
|
||||||
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
||||||
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
||||||
@@ -1474,7 +1512,11 @@ RLAPI int TextFindIndex(const char *text, const char *find);
|
|||||||
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
||||||
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
||||||
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
||||||
|
RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
|
||||||
|
RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
|
||||||
|
|
||||||
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
||||||
|
RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||||
@@ -1485,7 +1527,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
|
|||||||
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
|
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
|
||||||
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
||||||
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
||||||
RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
||||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||||
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||||
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||||
@@ -1510,7 +1552,7 @@ RLAPI void DrawGrid(int slices, float spacing);
|
|||||||
// Model management functions
|
// Model management functions
|
||||||
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
||||||
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
|
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
|
||||||
RLAPI bool IsModelReady(Model model); // Check if a model is ready
|
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
|
||||||
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||||
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
||||||
|
|
||||||
@@ -1519,8 +1561,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
|
|||||||
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||||
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||||
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||||
|
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
|
||||||
|
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
|
||||||
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
|
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
|
||||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
|
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
|
||||||
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
|
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
|
||||||
|
|
||||||
@@ -1530,9 +1574,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize
|
|||||||
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
||||||
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
||||||
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
|
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
|
||||||
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
|
|
||||||
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
|
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
|
||||||
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
|
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
|
||||||
|
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
|
||||||
|
RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
|
||||||
|
|
||||||
// Mesh generation functions
|
// Mesh generation functions
|
||||||
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
|
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
|
||||||
@@ -1550,14 +1595,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
|||||||
// Material loading/unloading functions
|
// Material loading/unloading functions
|
||||||
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
||||||
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||||
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
|
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
|
||||||
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
||||||
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
|
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
|
||||||
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
||||||
|
|
||||||
// Model animations loading/unloading functions
|
// Model animations loading/unloading functions
|
||||||
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
|
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
|
||||||
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
|
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
|
||||||
|
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
|
||||||
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
|
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
|
||||||
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
|
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
|
||||||
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
||||||
@@ -1587,11 +1633,11 @@ RLAPI float GetMasterVolume(void); // Get mas
|
|||||||
// Wave/Sound loading/unloading functions
|
// Wave/Sound loading/unloading functions
|
||||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
||||||
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
|
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
|
||||||
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
|
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
|
||||||
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
||||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
||||||
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
||||||
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
|
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
|
||||||
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
||||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||||
@@ -1609,7 +1655,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume); // Set vol
|
|||||||
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||||
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
|
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
|
||||||
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
||||||
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
|
||||||
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
||||||
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
|
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
|
||||||
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
|
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
|
||||||
@@ -1617,7 +1663,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
|
|||||||
// Music management functions
|
// Music management functions
|
||||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||||
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
|
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
|
||||||
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
|
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
|
||||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||||
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
||||||
@@ -1634,7 +1680,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
|||||||
|
|
||||||
// AudioStream management functions
|
// AudioStream management functions
|
||||||
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
|
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
|
||||||
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
|
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
|
||||||
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
|
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
|
||||||
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
|
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
|
||||||
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||||
@@ -1649,10 +1695,10 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan
|
|||||||
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
|
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
|
||||||
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
|
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
|
||||||
|
|
||||||
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
|
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
|
||||||
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
|
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
|
||||||
|
|
||||||
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
|
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
|
||||||
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
|
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
|
||||||
|
|
||||||
#if defined(__cplusplus)
|
#if defined(__cplusplus)
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
/**********************************************************************************************
|
/**********************************************************************************************
|
||||||
*
|
*
|
||||||
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
|
* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
|
||||||
*
|
*
|
||||||
* CONVENTIONS:
|
* CONVENTIONS:
|
||||||
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
|
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
|
||||||
@@ -12,7 +12,7 @@
|
|||||||
* - Functions are always self-contained, no function use another raymath function inside,
|
* - Functions are always self-contained, no function use another raymath function inside,
|
||||||
* required code is directly re-implemented inside
|
* required code is directly re-implemented inside
|
||||||
* - Functions input parameters are always received by value (2 unavoidable exceptions)
|
* - Functions input parameters are always received by value (2 unavoidable exceptions)
|
||||||
* - Functions use always a "result" variable for return
|
* - Functions use always a "result" variable for return (except C++ operators)
|
||||||
* - Functions are always defined inline
|
* - Functions are always defined inline
|
||||||
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
|
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
|
||||||
* - No compound literals used to make sure libray is compatible with C++
|
* - No compound literals used to make sure libray is compatible with C++
|
||||||
@@ -27,10 +27,12 @@
|
|||||||
* Define static inline functions code, so #include header suffices for use.
|
* Define static inline functions code, so #include header suffices for use.
|
||||||
* This may use up lots of memory.
|
* This may use up lots of memory.
|
||||||
*
|
*
|
||||||
|
* #define RAYMATH_DISABLE_CPP_OPERATORS
|
||||||
|
* Disables C++ operator overloads for raymath types.
|
||||||
*
|
*
|
||||||
* LICENSE: zlib/libpng
|
* LICENSE: zlib/libpng
|
||||||
*
|
*
|
||||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
@@ -59,7 +61,9 @@
|
|||||||
// Function specifiers definition
|
// Function specifiers definition
|
||||||
#if defined(RAYMATH_IMPLEMENTATION)
|
#if defined(RAYMATH_IMPLEMENTATION)
|
||||||
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
||||||
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
|
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
|
||||||
|
#elif defined(BUILD_LIBTYPE_SHARED)
|
||||||
|
#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
|
||||||
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
||||||
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
|
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
|
||||||
#else
|
#else
|
||||||
@@ -75,6 +79,7 @@
|
|||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Defines and Macros
|
// Defines and Macros
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@@ -163,7 +168,7 @@ typedef struct float16 {
|
|||||||
float v[16];
|
float v[16];
|
||||||
} float16;
|
} float16;
|
||||||
|
|
||||||
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
|
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module Functions Definition - Utils math
|
// Module Functions Definition - Utils math
|
||||||
@@ -429,6 +434,28 @@ RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Get min value for each pair of components
|
||||||
|
RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
|
||||||
|
{
|
||||||
|
Vector2 result = { 0 };
|
||||||
|
|
||||||
|
result.x = fminf(v1.x, v2.x);
|
||||||
|
result.y = fminf(v1.y, v2.y);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get max value for each pair of components
|
||||||
|
RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
|
||||||
|
{
|
||||||
|
Vector2 result = { 0 };
|
||||||
|
|
||||||
|
result.x = fmaxf(v1.x, v2.x);
|
||||||
|
result.y = fmaxf(v1.y, v2.y);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
// Rotate vector by angle
|
// Rotate vector by angle
|
||||||
RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
|
RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
|
||||||
{
|
{
|
||||||
@@ -492,18 +519,18 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
|
|||||||
{
|
{
|
||||||
length = sqrtf(length);
|
length = sqrtf(length);
|
||||||
|
|
||||||
|
float scale = 1; // By default, 1 as the neutral element.
|
||||||
if (length < min)
|
if (length < min)
|
||||||
{
|
{
|
||||||
float scale = min/length;
|
scale = min/length;
|
||||||
result.x = v.x*scale;
|
|
||||||
result.y = v.y*scale;
|
|
||||||
}
|
}
|
||||||
else if (length > max)
|
else if (length > max)
|
||||||
{
|
{
|
||||||
float scale = max/length;
|
scale = max/length;
|
||||||
result.x = v.x*scale;
|
|
||||||
result.y = v.y*scale;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
result.x = v.x*scale;
|
||||||
|
result.y = v.y*scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
@@ -522,6 +549,31 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Compute the direction of a refracted ray
|
||||||
|
// v: normalized direction of the incoming ray
|
||||||
|
// n: normalized normal vector of the interface of two optical media
|
||||||
|
// r: ratio of the refractive index of the medium from where the ray comes
|
||||||
|
// to the refractive index of the medium on the other side of the surface
|
||||||
|
RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
|
||||||
|
{
|
||||||
|
Vector2 result = { 0 };
|
||||||
|
|
||||||
|
float dot = v.x*n.x + v.y*n.y;
|
||||||
|
float d = 1.0f - r*r*(1.0f - dot*dot);
|
||||||
|
|
||||||
|
if (d >= 0.0f)
|
||||||
|
{
|
||||||
|
d = sqrtf(d);
|
||||||
|
v.x = r*v.x - (r*dot + d)*n.x;
|
||||||
|
v.y = r*v.y - (r*dot + d)*n.y;
|
||||||
|
|
||||||
|
result = v;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module Functions Definition - Vector3 math
|
// Module Functions Definition - Vector3 math
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@@ -603,12 +655,12 @@ RMAPI Vector3 Vector3Perpendicular(Vector3 v)
|
|||||||
{
|
{
|
||||||
Vector3 result = { 0 };
|
Vector3 result = { 0 };
|
||||||
|
|
||||||
float min = (float) fabs(v.x);
|
float min = fabsf(v.x);
|
||||||
Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
|
Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
|
||||||
|
|
||||||
if (fabsf(v.y) < min)
|
if (fabsf(v.y) < min)
|
||||||
{
|
{
|
||||||
min = (float) fabs(v.y);
|
min = fabsf(v.y);
|
||||||
Vector3 tmp = {0.0f, 1.0f, 0.0f};
|
Vector3 tmp = {0.0f, 1.0f, 0.0f};
|
||||||
cardinalAxis = tmp;
|
cardinalAxis = tmp;
|
||||||
}
|
}
|
||||||
@@ -832,7 +884,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
|
|||||||
// Vector3Normalize(axis);
|
// Vector3Normalize(axis);
|
||||||
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
|
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
|
||||||
if (length == 0.0f) length = 1.0f;
|
if (length == 0.0f) length = 1.0f;
|
||||||
float ilength = 1.0f / length;
|
float ilength = 1.0f/length;
|
||||||
axis.x *= ilength;
|
axis.x *= ilength;
|
||||||
axis.y *= ilength;
|
axis.y *= ilength;
|
||||||
axis.z *= ilength;
|
axis.z *= ilength;
|
||||||
@@ -873,6 +925,27 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Move Vector towards target
|
||||||
|
RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
|
||||||
|
{
|
||||||
|
Vector3 result = { 0 };
|
||||||
|
|
||||||
|
float dx = target.x - v.x;
|
||||||
|
float dy = target.y - v.y;
|
||||||
|
float dz = target.z - v.z;
|
||||||
|
float value = (dx*dx) + (dy*dy) + (dz*dz);
|
||||||
|
|
||||||
|
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
|
||||||
|
|
||||||
|
float dist = sqrtf(value);
|
||||||
|
|
||||||
|
result.x = v.x + dx/dist*maxDistance;
|
||||||
|
result.y = v.y + dy/dist*maxDistance;
|
||||||
|
result.z = v.z + dz/dist*maxDistance;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
// Calculate linear interpolation between two vectors
|
// Calculate linear interpolation between two vectors
|
||||||
RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
||||||
{
|
{
|
||||||
@@ -885,6 +958,22 @@ RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Calculate cubic hermite interpolation between two vectors and their tangents
|
||||||
|
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||||
|
RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
|
||||||
|
{
|
||||||
|
Vector3 result = { 0 };
|
||||||
|
|
||||||
|
float amountPow2 = amount*amount;
|
||||||
|
float amountPow3 = amount*amount*amount;
|
||||||
|
|
||||||
|
result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
|
||||||
|
result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
|
||||||
|
result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
// Calculate reflected vector to normal
|
// Calculate reflected vector to normal
|
||||||
RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
|
RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
|
||||||
{
|
{
|
||||||
@@ -1078,20 +1167,19 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
|
|||||||
{
|
{
|
||||||
length = sqrtf(length);
|
length = sqrtf(length);
|
||||||
|
|
||||||
|
float scale = 1; // By default, 1 as the neutral element.
|
||||||
if (length < min)
|
if (length < min)
|
||||||
{
|
{
|
||||||
float scale = min/length;
|
scale = min/length;
|
||||||
result.x = v.x*scale;
|
|
||||||
result.y = v.y*scale;
|
|
||||||
result.z = v.z*scale;
|
|
||||||
}
|
}
|
||||||
else if (length > max)
|
else if (length > max)
|
||||||
{
|
{
|
||||||
float scale = max/length;
|
scale = max/length;
|
||||||
result.x = v.x*scale;
|
|
||||||
result.y = v.y*scale;
|
|
||||||
result.z = v.z*scale;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
result.x = v.x*scale;
|
||||||
|
result.y = v.y*scale;
|
||||||
|
result.z = v.z*scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
@@ -1136,6 +1224,233 @@ RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition - Vector4 math
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4Zero(void)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4One(void)
|
||||||
|
{
|
||||||
|
Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = {
|
||||||
|
v1.x + v2.x,
|
||||||
|
v1.y + v2.y,
|
||||||
|
v1.z + v2.z,
|
||||||
|
v1.w + v2.w
|
||||||
|
};
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
|
||||||
|
{
|
||||||
|
Vector4 result = {
|
||||||
|
v.x + add,
|
||||||
|
v.y + add,
|
||||||
|
v.z + add,
|
||||||
|
v.w + add
|
||||||
|
};
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = {
|
||||||
|
v1.x - v2.x,
|
||||||
|
v1.y - v2.y,
|
||||||
|
v1.z - v2.z,
|
||||||
|
v1.w - v2.w
|
||||||
|
};
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
|
||||||
|
{
|
||||||
|
Vector4 result = {
|
||||||
|
v.x - add,
|
||||||
|
v.y - add,
|
||||||
|
v.z - add,
|
||||||
|
v.w - add
|
||||||
|
};
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI float Vector4Length(Vector4 v)
|
||||||
|
{
|
||||||
|
float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI float Vector4LengthSqr(Vector4 v)
|
||||||
|
{
|
||||||
|
float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate distance between two vectors
|
||||||
|
RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
float result = sqrtf(
|
||||||
|
(v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
|
||||||
|
(v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate square distance between two vectors
|
||||||
|
RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
float result =
|
||||||
|
(v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
|
||||||
|
(v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
|
||||||
|
{
|
||||||
|
Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Multiply vector by vector
|
||||||
|
RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Negate vector
|
||||||
|
RMAPI Vector4 Vector4Negate(Vector4 v)
|
||||||
|
{
|
||||||
|
Vector4 result = { -v.x, -v.y, -v.z, -v.w };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Divide vector by vector
|
||||||
|
RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalize provided vector
|
||||||
|
RMAPI Vector4 Vector4Normalize(Vector4 v)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0 };
|
||||||
|
float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
|
||||||
|
|
||||||
|
if (length > 0)
|
||||||
|
{
|
||||||
|
float ilength = 1.0f/length;
|
||||||
|
result.x = v.x*ilength;
|
||||||
|
result.y = v.y*ilength;
|
||||||
|
result.z = v.z*ilength;
|
||||||
|
result.w = v.w*ilength;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get min value for each pair of components
|
||||||
|
RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0 };
|
||||||
|
|
||||||
|
result.x = fminf(v1.x, v2.x);
|
||||||
|
result.y = fminf(v1.y, v2.y);
|
||||||
|
result.z = fminf(v1.z, v2.z);
|
||||||
|
result.w = fminf(v1.w, v2.w);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get max value for each pair of components
|
||||||
|
RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0 };
|
||||||
|
|
||||||
|
result.x = fmaxf(v1.x, v2.x);
|
||||||
|
result.y = fmaxf(v1.y, v2.y);
|
||||||
|
result.z = fmaxf(v1.z, v2.z);
|
||||||
|
result.w = fmaxf(v1.w, v2.w);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate linear interpolation between two vectors
|
||||||
|
RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0 };
|
||||||
|
|
||||||
|
result.x = v1.x + amount*(v2.x - v1.x);
|
||||||
|
result.y = v1.y + amount*(v2.y - v1.y);
|
||||||
|
result.z = v1.z + amount*(v2.z - v1.z);
|
||||||
|
result.w = v1.w + amount*(v2.w - v1.w);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move Vector towards target
|
||||||
|
RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
|
||||||
|
{
|
||||||
|
Vector4 result = { 0 };
|
||||||
|
|
||||||
|
float dx = target.x - v.x;
|
||||||
|
float dy = target.y - v.y;
|
||||||
|
float dz = target.z - v.z;
|
||||||
|
float dw = target.w - v.w;
|
||||||
|
float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
|
||||||
|
|
||||||
|
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
|
||||||
|
|
||||||
|
float dist = sqrtf(value);
|
||||||
|
|
||||||
|
result.x = v.x + dx/dist*maxDistance;
|
||||||
|
result.y = v.y + dy/dist*maxDistance;
|
||||||
|
result.z = v.z + dz/dist*maxDistance;
|
||||||
|
result.w = v.w + dw/dist*maxDistance;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Invert the given vector
|
||||||
|
RMAPI Vector4 Vector4Invert(Vector4 v)
|
||||||
|
{
|
||||||
|
Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check whether two given vectors are almost equal
|
||||||
|
RMAPI int Vector4Equals(Vector4 p, Vector4 q)
|
||||||
|
{
|
||||||
|
#if !defined(EPSILON)
|
||||||
|
#define EPSILON 0.000001f
|
||||||
|
#endif
|
||||||
|
|
||||||
|
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
|
||||||
|
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
|
||||||
|
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
|
||||||
|
((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module Functions Definition - Matrix math
|
// Module Functions Definition - Matrix math
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@@ -1524,32 +1839,32 @@ RMAPI Matrix MatrixScale(float x, float y, float z)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Get perspective projection matrix
|
// Get perspective projection matrix
|
||||||
RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
|
RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
|
||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
|
|
||||||
float rl = (float)(right - left);
|
float rl = (float)(right - left);
|
||||||
float tb = (float)(top - bottom);
|
float tb = (float)(top - bottom);
|
||||||
float fn = (float)(far - near);
|
float fn = (float)(farPlane - nearPlane);
|
||||||
|
|
||||||
result.m0 = ((float)near*2.0f)/rl;
|
result.m0 = ((float)nearPlane*2.0f)/rl;
|
||||||
result.m1 = 0.0f;
|
result.m1 = 0.0f;
|
||||||
result.m2 = 0.0f;
|
result.m2 = 0.0f;
|
||||||
result.m3 = 0.0f;
|
result.m3 = 0.0f;
|
||||||
|
|
||||||
result.m4 = 0.0f;
|
result.m4 = 0.0f;
|
||||||
result.m5 = ((float)near*2.0f)/tb;
|
result.m5 = ((float)nearPlane*2.0f)/tb;
|
||||||
result.m6 = 0.0f;
|
result.m6 = 0.0f;
|
||||||
result.m7 = 0.0f;
|
result.m7 = 0.0f;
|
||||||
|
|
||||||
result.m8 = ((float)right + (float)left)/rl;
|
result.m8 = ((float)right + (float)left)/rl;
|
||||||
result.m9 = ((float)top + (float)bottom)/tb;
|
result.m9 = ((float)top + (float)bottom)/tb;
|
||||||
result.m10 = -((float)far + (float)near)/fn;
|
result.m10 = -((float)farPlane + (float)nearPlane)/fn;
|
||||||
result.m11 = -1.0f;
|
result.m11 = -1.0f;
|
||||||
|
|
||||||
result.m12 = 0.0f;
|
result.m12 = 0.0f;
|
||||||
result.m13 = 0.0f;
|
result.m13 = 0.0f;
|
||||||
result.m14 = -((float)far*(float)near*2.0f)/fn;
|
result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
|
||||||
result.m15 = 0.0f;
|
result.m15 = 0.0f;
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
@@ -1901,6 +2216,32 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
|
||||||
|
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||||
|
RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
|
||||||
|
{
|
||||||
|
float t2 = t*t;
|
||||||
|
float t3 = t2*t;
|
||||||
|
float h00 = 2*t3 - 3*t2 + 1;
|
||||||
|
float h10 = t3 - 2*t2 + t;
|
||||||
|
float h01 = -2*t3 + 3*t2;
|
||||||
|
float h11 = t3 - t2;
|
||||||
|
|
||||||
|
Quaternion p0 = QuaternionScale(q1, h00);
|
||||||
|
Quaternion m0 = QuaternionScale(outTangent1, h10);
|
||||||
|
Quaternion p1 = QuaternionScale(q2, h01);
|
||||||
|
Quaternion m1 = QuaternionScale(inTangent2, h11);
|
||||||
|
|
||||||
|
Quaternion result = { 0 };
|
||||||
|
|
||||||
|
result = QuaternionAdd(p0, m0);
|
||||||
|
result = QuaternionAdd(result, p1);
|
||||||
|
result = QuaternionAdd(result, m1);
|
||||||
|
result = QuaternionNormalize(result);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
// Calculate quaternion based on the rotation from one vector to another
|
// Calculate quaternion based on the rotation from one vector to another
|
||||||
RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
||||||
{
|
{
|
||||||
@@ -1960,7 +2301,7 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
|
|||||||
}
|
}
|
||||||
|
|
||||||
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
|
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
|
||||||
float mult = 0.25f / biggestVal;
|
float mult = 0.25f/biggestVal;
|
||||||
|
|
||||||
switch (biggestIndex)
|
switch (biggestIndex)
|
||||||
{
|
{
|
||||||
@@ -2042,8 +2383,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
|||||||
float ilength = 0.0f;
|
float ilength = 0.0f;
|
||||||
|
|
||||||
// Vector3Normalize(axis)
|
// Vector3Normalize(axis)
|
||||||
Vector3 v = axis;
|
length = axisLength;
|
||||||
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
|
|
||||||
if (length == 0.0f) length = 1.0f;
|
if (length == 0.0f) length = 1.0f;
|
||||||
ilength = 1.0f/length;
|
ilength = 1.0f/length;
|
||||||
axis.x *= ilength;
|
axis.x *= ilength;
|
||||||
@@ -2187,4 +2527,415 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Decompose a transformation matrix into its rotational, translational and scaling components
|
||||||
|
RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
|
||||||
|
{
|
||||||
|
// Extract translation.
|
||||||
|
translation->x = mat.m12;
|
||||||
|
translation->y = mat.m13;
|
||||||
|
translation->z = mat.m14;
|
||||||
|
|
||||||
|
// Extract upper-left for determinant computation
|
||||||
|
const float a = mat.m0;
|
||||||
|
const float b = mat.m4;
|
||||||
|
const float c = mat.m8;
|
||||||
|
const float d = mat.m1;
|
||||||
|
const float e = mat.m5;
|
||||||
|
const float f = mat.m9;
|
||||||
|
const float g = mat.m2;
|
||||||
|
const float h = mat.m6;
|
||||||
|
const float i = mat.m10;
|
||||||
|
const float A = e*i - f*h;
|
||||||
|
const float B = f*g - d*i;
|
||||||
|
const float C = d*h - e*g;
|
||||||
|
|
||||||
|
// Extract scale
|
||||||
|
const float det = a*A + b*B + c*C;
|
||||||
|
Vector3 abc = { a, b, c };
|
||||||
|
Vector3 def = { d, e, f };
|
||||||
|
Vector3 ghi = { g, h, i };
|
||||||
|
|
||||||
|
float scalex = Vector3Length(abc);
|
||||||
|
float scaley = Vector3Length(def);
|
||||||
|
float scalez = Vector3Length(ghi);
|
||||||
|
Vector3 s = { scalex, scaley, scalez };
|
||||||
|
|
||||||
|
if (det < 0) s = Vector3Negate(s);
|
||||||
|
|
||||||
|
*scale = s;
|
||||||
|
|
||||||
|
// Remove scale from the matrix if it is not close to zero
|
||||||
|
Matrix clone = mat;
|
||||||
|
if (!FloatEquals(det, 0))
|
||||||
|
{
|
||||||
|
clone.m0 /= s.x;
|
||||||
|
clone.m4 /= s.x;
|
||||||
|
clone.m8 /= s.x;
|
||||||
|
clone.m1 /= s.y;
|
||||||
|
clone.m5 /= s.y;
|
||||||
|
clone.m9 /= s.y;
|
||||||
|
clone.m2 /= s.z;
|
||||||
|
clone.m6 /= s.z;
|
||||||
|
clone.m10 /= s.z;
|
||||||
|
|
||||||
|
// Extract rotation
|
||||||
|
*rotation = QuaternionFromMatrix(clone);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Set to identity if close to zero
|
||||||
|
*rotation = QuaternionIdentity();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
|
||||||
|
|
||||||
|
// Optional C++ math operators
|
||||||
|
//-------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Vector2 operators
|
||||||
|
static constexpr Vector2 Vector2Zeros = { 0, 0 };
|
||||||
|
static constexpr Vector2 Vector2Ones = { 1, 1 };
|
||||||
|
static constexpr Vector2 Vector2UnitX = { 1, 0 };
|
||||||
|
static constexpr Vector2 Vector2UnitY = { 0, 1 };
|
||||||
|
|
||||||
|
inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Add(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Add(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Subtract(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Subtract(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator * (const Vector2& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Scale(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Multiply(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Multiply(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Transform(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Transform(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Scale(lhs, 1.0f / rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return Vector2Divide(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector2Divide(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator == (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator != (const Vector2& lhs, const Vector2& rhs)
|
||||||
|
{
|
||||||
|
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vector3 operators
|
||||||
|
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
|
||||||
|
static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
|
||||||
|
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
|
||||||
|
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
|
||||||
|
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
|
||||||
|
|
||||||
|
inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Add(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Add(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Subtract(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Subtract(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator * (const Vector3& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Scale(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Multiply(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Multiply(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Transform(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Transform(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Scale(lhs, 1.0f / rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return Vector3Divide(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector3Divide(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator == (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator != (const Vector3& lhs, const Vector3& rhs)
|
||||||
|
{
|
||||||
|
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vector4 operators
|
||||||
|
static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
|
||||||
|
static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
|
||||||
|
static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
|
||||||
|
static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
|
||||||
|
static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
|
||||||
|
static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
|
||||||
|
|
||||||
|
inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Add(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Add(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Subtract(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Subtract(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector4 operator * (const Vector4& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Scale(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Multiply(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Multiply(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Scale(lhs, 1.0f / rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Scale(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return Vector4Divide(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
lhs = Vector4Divide(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator == (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool operator != (const Vector4& lhs, const Vector4& rhs)
|
||||||
|
{
|
||||||
|
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Quaternion operators
|
||||||
|
static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
|
||||||
|
static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
|
||||||
|
static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
|
||||||
|
|
||||||
|
inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return QuaternionAddValue(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = QuaternionAddValue(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
return QuaternionSubtractValue(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
|
||||||
|
{
|
||||||
|
lhs = QuaternionSubtractValue(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return QuaternionTransform(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = QuaternionTransform(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Matrix operators
|
||||||
|
inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return MatrixAdd(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = MatrixAdd(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return MatrixSubtract(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = MatrixSubtract(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
return MatrixMultiply(lhs, rhs);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
|
||||||
|
{
|
||||||
|
lhs = MatrixMultiply(lhs, rhs);
|
||||||
|
return lhs;
|
||||||
|
}
|
||||||
|
//-------------------------------------------------------------------------------
|
||||||
|
#endif // C++ operators
|
||||||
|
|
||||||
#endif // RAYMATH_H
|
#endif // RAYMATH_H
|
||||||
File diff suppressed because it is too large.
Load diff
+16
-20
@@ -1,7 +1,11 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <stdint.h>
|
#include <cstdint>
|
||||||
#include <stddef.h>
|
#include <cstddef>
|
||||||
#include "include/raylib.h"
|
#include "include/raylib.h"
|
||||||
|
#pragma GCC diagnostic push
|
||||||
|
#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
|
||||||
|
#include "include/raymath.h"
|
||||||
|
#pragma GCC diagnostic pop
|
||||||
|
|
||||||
typedef uint8_t u8;
|
typedef uint8_t u8;
|
||||||
typedef uint16_t u16;
|
typedef uint16_t u16;
|
||||||
@@ -13,7 +17,6 @@ typedef float f32;
|
|||||||
typedef double f64;
|
typedef double f64;
|
||||||
typedef uintptr_t uptr;
|
typedef uintptr_t uptr;
|
||||||
typedef char sbyte;
|
typedef char sbyte;
|
||||||
typedef ptrdiff_t size;
|
|
||||||
typedef size_t usize;
|
typedef size_t usize;
|
||||||
|
|
||||||
typedef Vector2 Point;
|
typedef Vector2 Point;
|
||||||
@@ -33,36 +36,29 @@ typedef union {
|
|||||||
Rectangle rect;
|
Rectangle rect;
|
||||||
} RectU;
|
} RectU;
|
||||||
|
|
||||||
#define OPTION(type, typeName) \
|
|
||||||
struct { \
|
|
||||||
enum {NONE, SOME} tag; \
|
|
||||||
union { \
|
|
||||||
u8 none; \
|
|
||||||
type typeName; \
|
|
||||||
} some; \
|
|
||||||
}
|
|
||||||
|
|
||||||
typedef OPTION(Point, point) PointOption;
|
extern "C" {
|
||||||
|
void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);
|
||||||
void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);
|
void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);
|
||||||
void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);
|
void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint);
|
||||||
void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint);
|
}
|
||||||
|
|
||||||
#ifdef ENNIX_LIB_IMPLEMENTATION
|
#ifdef ENNIX_LIB_IMPLEMENTATION
|
||||||
extern bool global_debug_mode;
|
extern bool global_debug_mode;
|
||||||
inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
|
inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
|
||||||
DrawTextureV(texture, position, tint);
|
DrawTextureV(texture, position, tint);
|
||||||
#ifdef DEBUG_MODE_ENABLED
|
#ifdef DEBUG
|
||||||
if (global_debug_mode) {
|
if (global_debug_mode) {
|
||||||
Rectangle debug = {position.x,position.y,texture.width,texture.height};
|
Rectangle debug = {position.x,position.y,(f32)texture.width,(f32)texture.height};
|
||||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
inline void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint) {
|
inline void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint) {
|
||||||
DrawTextureRec(texture, source, position, tint);
|
DrawTextureRec(texture, source, position, tint);
|
||||||
#ifdef DEBUG_MODE_ENABLED
|
#ifdef DEBUG
|
||||||
if (global_debug_mode) {
|
if (global_debug_mode) {
|
||||||
Rectangle debug = {position.x,position.y,source.width,source.height};
|
Rectangle debug = {position.x,position.y,source.width,source.height};
|
||||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||||
@@ -72,7 +68,7 @@ inline void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 positi
|
|||||||
|
|
||||||
inline void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) {
|
inline void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) {
|
||||||
DrawTexturePro(texture, source, dest, origin, rotation, tint);
|
DrawTexturePro(texture, source, dest, origin, rotation, tint);
|
||||||
#ifdef DEBUG_MODE_ENABLED
|
#ifdef DEBUG
|
||||||
if (global_debug_mode) {
|
if (global_debug_mode) {
|
||||||
Rectangle debug = {dest.x-origin.x,dest.y-origin.y,dest.width,dest.height};
|
Rectangle debug = {dest.x-origin.x,dest.y-origin.y,dest.width,dest.height};
|
||||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||||
Binary file not shown.
Executable
BIN
Binary file not shown.
Executable
BIN
Binary file not shown.
Executable
BIN
Binary file not shown.
@@ -2,6 +2,104 @@ You will find detailed installation instructions in the ECL manual
|
|||||||
https://common-lisp.net/project/ecl/static/manual/Building-ECL.html
|
https://common-lisp.net/project/ecl/static/manual/Building-ECL.html
|
||||||
If you do not have access to the online version, follow the following recipies.
|
If you do not have access to the online version, follow the following recipies.
|
||||||
|
|
||||||
|
* Cross-compile for the WASM platform (via emscripten)
|
||||||
|
|
||||||
|
Emscripten target is a little fickle so keep in mind that:
|
||||||
|
|
||||||
|
- shared libraries are supported but come with some drawbacks (e.g.
|
||||||
|
increased code size if used together with -sASYNCIFY), therefore the
|
||||||
|
build instructions default to disable-shared
|
||||||
|
|
||||||
|
- disable-tcp is needed, because accept can't be found (lack of
|
||||||
|
-lsockets or something in this spirit?)
|
||||||
|
|
||||||
|
- select for interactive streams does not work, because reading operations are
|
||||||
|
blocking (as they should be!), so there is no EOF returned -- clear-input will
|
||||||
|
hang without a proper file-cnt
|
||||||
|
|
||||||
|
- to build emscripten you need to use their SDK that provides the toolchain, and
|
||||||
|
set the environment variable EMSDK_PATH
|
||||||
|
|
||||||
|
- for the garbage collector to be able to identify roots on the stack,
|
||||||
|
you need to pass the -sBINARYEN_EXTRA_PASSES=--spill-pointers option
|
||||||
|
to the linker for all of your code that might store pointer on the
|
||||||
|
stack (for instance when embedding ECL)
|
||||||
|
|
||||||
|
- the optimization level -O0 is used because higher optimization
|
||||||
|
levels seem to interfere with the binaryen options needed to get the
|
||||||
|
garbage collector to work correctly and tend slow down the program
|
||||||
|
(might be worth experimenting with the optimization options)
|
||||||
|
|
||||||
|
1. Build the host ECL
|
||||||
|
|
||||||
|
#+begin_src shell-script
|
||||||
|
./configure ABI=32 CFLAGS="-m32 -g -O2 -DECL_C_COMPATIBLE_VARIADIC_DISPATCH" LDFLAGS="-m32 -g -O2" \
|
||||||
|
--prefix=`pwd`/ecl-emscripten-host --disable-threads
|
||||||
|
|
||||||
|
make -j16 && make install
|
||||||
|
rm -rf build/
|
||||||
|
#+end_src
|
||||||
|
|
||||||
|
2. Configure the toolchain
|
||||||
|
|
||||||
|
Install the Emscripten SDK using the official instructions:
|
||||||
|
|
||||||
|
https://emscripten.org/docs/getting_started/downloads.html
|
||||||
|
|
||||||
|
These build instructions were tested against ~emsdk 3.1.41~. If things doesn't
|
||||||
|
work try that version instead of ~latest~.
|
||||||
|
|
||||||
|
After that activate the toolchain and configure build flags:
|
||||||
|
|
||||||
|
#+begin_src shell-script
|
||||||
|
source ${EMSDK_PATH}/emsdk_env.sh
|
||||||
|
export ECL_TO_RUN=`pwd`/ecl-emscripten-host/bin/ecl
|
||||||
|
# You may customize various emscripten flags here, i.e:
|
||||||
|
# export LDFLAGS="-sASYNCIFY=1"
|
||||||
|
#+end_src
|
||||||
|
|
||||||
|
3. Build the core environment and install it
|
||||||
|
|
||||||
|
#+begin_src shell-script
|
||||||
|
emconfigure ./configure \
|
||||||
|
--host=wasm32-unknown-emscripten \
|
||||||
|
--build=x86_64-pc-linux-gnu \
|
||||||
|
--with-cross-config=`pwd`/src/util/wasm32-unknown-emscripten.cross_config \
|
||||||
|
--prefix=`pwd`/ecl-emscripten \
|
||||||
|
--disable-shared \
|
||||||
|
--with-tcp=no \
|
||||||
|
--with-cmp=no
|
||||||
|
|
||||||
|
emmake make && emmake make install
|
||||||
|
|
||||||
|
# some files need to be copied manually
|
||||||
|
cp build/bin/ecl.js build/bin/ecl.wasm ecl-emscripten/
|
||||||
|
#+end_src
|
||||||
|
|
||||||
|
4. ECL may be hosted on a web page. Assuming that you have quicklisp installed:
|
||||||
|
|
||||||
|
#+begin_src shell-script
|
||||||
|
export WEBSERVER=`pwd`/src/util/webserver.lisp
|
||||||
|
pushd ecl-emscripten/
|
||||||
|
lisp --load $WEBSERVER
|
||||||
|
# After the server is loaded run:
|
||||||
|
# firefox localhost:8888/ecl.html
|
||||||
|
popd
|
||||||
|
#+end_src
|
||||||
|
|
||||||
|
If the output does not show on the webpage then open the javascript console.
|
||||||
|
This is a default html website produced by emscripten.
|
||||||
|
|
||||||
|
5. Build an external program linked against libecl.a
|
||||||
|
|
||||||
|
The default stack size proposed by emscripten is 64KB. This is too little for
|
||||||
|
ECL, so when you build a program that is linked against libecl.a, then it is
|
||||||
|
imoprtant to specify a different size. For example:
|
||||||
|
|
||||||
|
#+begin_src shell-script
|
||||||
|
emcc program.c -sSTACK_SIZE=1048576 lib/*.a -I./include -o program.o
|
||||||
|
#+end_src
|
||||||
|
|
||||||
* Unix and similar platforms.
|
* Unix and similar platforms.
|
||||||
1. Type
|
1. Type
|
||||||
./configure --help
|
./configure --help
|
||||||
@@ -111,104 +209,6 @@ Hint provided by Pascal J. Bourguignon.
|
|||||||
4. Library and assets in the ecl-iOS directory are ready to run on
|
4. Library and assets in the ecl-iOS directory are ready to run on
|
||||||
the iOS system.
|
the iOS system.
|
||||||
|
|
||||||
* Cross-compile for the WASM platform (via emscripten)
|
|
||||||
|
|
||||||
Emscripten target is a little fickle so keep in mind that:
|
|
||||||
|
|
||||||
- shared libraries are supported but come with some drawbacks (e.g.
|
|
||||||
increased code size if used together with -sASYNCIFY), therefore the
|
|
||||||
build instructions default to disable-shared
|
|
||||||
|
|
||||||
- disable-tcp is needed, because accept can't be found (lack of
|
|
||||||
-lsockets or something in this spirit?)
|
|
||||||
|
|
||||||
- select for interactive streams does not work, because reading operations are
|
|
||||||
blocking (as they should be!), so there is no EOF returned -- clear-input will
|
|
||||||
hang without a proper file-cnt
|
|
||||||
|
|
||||||
- to build emscripten you need to use their SDK that provides the toolchain, and
|
|
||||||
set the environment variable EMSDK_PATH
|
|
||||||
|
|
||||||
- for the garbage collector to be able to identify roots on the stack,
|
|
||||||
you need to pass the -sBINARYEN_EXTRA_PASSES=--spill-pointers option
|
|
||||||
to the linker for all of your code that might store pointer on the
|
|
||||||
stack (for instance when embedding ECL)
|
|
||||||
|
|
||||||
- the optimization level -O0 is used because higher optimization
|
|
||||||
levels seem to interfere with the binaryen options needed to get the
|
|
||||||
garbage collector to work correctly and tend slow down the program
|
|
||||||
(might be worth experimenting with the optimization options)
|
|
||||||
|
|
||||||
1. Build the host ECL
|
|
||||||
|
|
||||||
#+begin_src shell-script
|
|
||||||
./configure ABI=32 CFLAGS="-m32 -g -O2 -DECL_C_COMPATIBLE_VARIADIC_DISPATCH" LDFLAGS="-m32 -g -O2" \
|
|
||||||
--prefix=`pwd`/ecl-emscripten-host --disable-threads
|
|
||||||
|
|
||||||
make -j16 && make install
|
|
||||||
rm -rf build/
|
|
||||||
#+end_src
|
|
||||||
|
|
||||||
2. Configure the toolchain
|
|
||||||
|
|
||||||
Install the Emscripten SDK using the official instructions:
|
|
||||||
|
|
||||||
https://emscripten.org/docs/getting_started/downloads.html
|
|
||||||
|
|
||||||
These build instructions were tested against ~emsdk 3.1.41~. If things doesn't
|
|
||||||
work try that version instead of ~latest~.
|
|
||||||
|
|
||||||
After that activate the toolchain and configure build flags:
|
|
||||||
|
|
||||||
#+begin_src shell-script
|
|
||||||
source ${EMSDK_PATH}/emsdk_env.sh
|
|
||||||
export ECL_TO_RUN=`pwd`/ecl-emscripten-host/bin/ecl
|
|
||||||
# You may customize various emscripten flags here, i.e:
|
|
||||||
# export LDFLAGS="-sASYNCIFY=1"
|
|
||||||
#+end_src
|
|
||||||
|
|
||||||
3. Build the core environment and install it
|
|
||||||
|
|
||||||
#+begin_src shell-script
|
|
||||||
emconfigure ./configure \
|
|
||||||
--host=wasm32-unknown-emscripten \
|
|
||||||
--build=x86_64-pc-linux-gnu \
|
|
||||||
--with-cross-config=`pwd`/src/util/wasm32-unknown-emscripten.cross_config \
|
|
||||||
--prefix=`pwd`/ecl-emscripten \
|
|
||||||
--disable-shared \
|
|
||||||
--with-tcp=no \
|
|
||||||
--with-cmp=no
|
|
||||||
|
|
||||||
emmake make && emmake make install
|
|
||||||
|
|
||||||
# some files need to be copied manually
|
|
||||||
cp build/bin/ecl.js build/bin/ecl.wasm ecl-emscripten/
|
|
||||||
#+end_src
|
|
||||||
|
|
||||||
4. ECL may be hosted on a web page. Assuming that you have quicklisp installed:
|
|
||||||
|
|
||||||
#+begin_src shell-script
|
|
||||||
export WEBSERVER=`pwd`/src/util/webserver.lisp
|
|
||||||
pushd ecl-emscripten/
|
|
||||||
lisp --load $WEBSERVER
|
|
||||||
# After the server is loaded run:
|
|
||||||
# firefox localhost:8888/ecl.html
|
|
||||||
popd
|
|
||||||
#+end_src
|
|
||||||
|
|
||||||
If the output does not show on the webpage then open the javascript console.
|
|
||||||
This is a default html website produced by emscripten.
|
|
||||||
|
|
||||||
5. Build an external program linked against libecl.a
|
|
||||||
|
|
||||||
The default stack size proposed by emscripten is 64KB. This is too little for
|
|
||||||
ECL, so when you build a program that is linked against libecl.a, then it is
|
|
||||||
imoprtant to specify a different size. For example:
|
|
||||||
|
|
||||||
#+begin_src shell-script
|
|
||||||
emcc program.c -sSTACK_SIZE=1048576 lib/*.a -I./include -o program.o
|
|
||||||
#+end_src
|
|
||||||
|
|
||||||
* Build using Cosmopolitan toolchain (experimental)
|
* Build using Cosmopolitan toolchain (experimental)
|
||||||
|
|
||||||
Binaries built with cosmopolitan toolchain can be executed on numerous platforms
|
Binaries built with cosmopolitan toolchain can be executed on numerous platforms
|
||||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -1,5 +1,5 @@
|
|||||||
(eval-when (:compile-toplevel :load-toplevel :execute)
|
(eval-when (:compile-toplevel :load-toplevel :execute)
|
||||||
(load "~/.local/share/quicklisp/setup.lisp")
|
;; (load "~/.local/share/quicklisp/setup.lisp")
|
||||||
(ql:quickload :cl-raylib)
|
(ql:quickload :cl-raylib)
|
||||||
(ql:quickload :livesupport))
|
(ql:quickload :livesupport))
|
||||||
|
|
||||||
@@ -10,6 +10,39 @@
|
|||||||
(in-package :raylib-user)
|
(in-package :raylib-user)
|
||||||
|
|
||||||
(defparameter *move-speed* 5.0)
|
(defparameter *move-speed* 5.0)
|
||||||
|
(defparameter *tower-pos* (vec 80 150))
|
||||||
|
(defparameter *tower-center* (vec 64 220))
|
||||||
|
(defparameter *assets-path* "~/Development/tinyswords/assets/")
|
||||||
|
(defparameter *camera* (rl:make-camera2d :offset (vec 0 0) :target (vec 0 0) :rotation 0.0 :zoom 1.0))
|
||||||
|
|
||||||
|
(defparameter *mouse-drag-start-pos* (vec 0 0))
|
||||||
|
(defparameter *camera-drag-start-pos* (vec 0 0))
|
||||||
|
(defparameter *unit-select-drag-start-pos* (vec 0 0))
|
||||||
|
(defparameter *camera-dragging?* nil)
|
||||||
|
(defparameter *unit-select-dragging?* nil)
|
||||||
|
(defparameter *selection-rect* (rl:make-rectangle :x 0.0 :y 0.0 :width 0.0 :height 0.0))
|
||||||
|
|
||||||
|
(defparameter *selected-units* (make-array 64 :adjustable t :fill-pointer 0))
|
||||||
|
|
||||||
|
(defparameter *game-state* nil)
|
||||||
|
(defparameter *textures* (make-hash-table))
|
||||||
|
|
||||||
|
(defmacro rsetf (rect &key x y width height)
|
||||||
|
"Set rectangle fields using keywords"
|
||||||
|
`(progn
|
||||||
|
,@(when x `((setf (raylib:rectangle-x ,rect) ,x)))
|
||||||
|
,@(when y `((setf (raylib:rectangle-y ,rect) ,y)))
|
||||||
|
,@(when width `((setf (raylib:rectangle-width ,rect) ,width)))
|
||||||
|
,@(when height `((setf (raylib:rectangle-height ,rect) ,height)))))
|
||||||
|
|
||||||
|
(defun set-selection-rect ()
|
||||||
|
(let* ((start-x (vx *mouse-drag-start-pos*))
|
||||||
|
(start-y (vy *mouse-drag-start-pos*))
|
||||||
|
(end-x (rl:get-mouse-x))
|
||||||
|
(end-y (rl:get-mouse-y))
|
||||||
|
(x (min start-x end-x))
|
||||||
|
(y (min start-y end-y)))
|
||||||
|
(rsetf *selection-rect* :x x :y y :width (abs (- end-x start-x)) :height (abs (- end-y start-y)))))
|
||||||
|
|
||||||
(defclass health ()
|
(defclass health ()
|
||||||
((current-amount :initform 100.0 :accessor current-amount)
|
((current-amount :initform 100.0 :accessor current-amount)
|
||||||
@@ -29,6 +62,7 @@
|
|||||||
(defclass soldier ()
|
(defclass soldier ()
|
||||||
((pos :initarg :pos :initform (vec 0 0) :accessor pos)
|
((pos :initarg :pos :initform (vec 0 0) :accessor pos)
|
||||||
(anim-state :initform 0 :accessor anim-state)
|
(anim-state :initform 0 :accessor anim-state)
|
||||||
|
(entity-type :initarg :entity-type :initform nil :accessor entity-type)
|
||||||
(sprite :initarg :sprite :initform (make-instance 'sprite-class) :accessor sprite)
|
(sprite :initarg :sprite :initform (make-instance 'sprite-class) :accessor sprite)
|
||||||
(velocity :initform (vec 0 0) :accessor velocity)
|
(velocity :initform (vec 0 0) :accessor velocity)
|
||||||
(health :initarg :health :initform (make-instance 'health) :accessor health)))
|
(health :initarg :health :initform (make-instance 'health) :accessor health)))
|
||||||
@@ -36,6 +70,7 @@
|
|||||||
(defparameter *knight*
|
(defparameter *knight*
|
||||||
(make-instance
|
(make-instance
|
||||||
'soldier
|
'soldier
|
||||||
|
:entity-type ':soldier
|
||||||
:pos (vec 270 360)
|
:pos (vec 270 360)
|
||||||
:sprite (make-instance
|
:sprite (make-instance
|
||||||
'sprite-class
|
'sprite-class
|
||||||
@@ -46,6 +81,7 @@
|
|||||||
(defparameter *archer*
|
(defparameter *archer*
|
||||||
(make-instance
|
(make-instance
|
||||||
'soldier
|
'soldier
|
||||||
|
:entity-type :archer
|
||||||
:pos (vec 145.0 253.0)
|
:pos (vec 145.0 253.0)
|
||||||
:sprite (make-instance
|
:sprite (make-instance
|
||||||
'sprite-class
|
'sprite-class
|
||||||
@@ -53,6 +89,17 @@
|
|||||||
:src-rect (rl:make-rectangle :x 0.0 :y 0.0 :width 192.0 :height 192.0)
|
:src-rect (rl:make-rectangle :x 0.0 :y 0.0 :width 192.0 :height 192.0)
|
||||||
:origin (vec 95.0 128.0))))
|
:origin (vec 95.0 128.0))))
|
||||||
|
|
||||||
|
(defparameter *goblin*
|
||||||
|
(make-instance
|
||||||
|
'soldier
|
||||||
|
:entity-type :goblin
|
||||||
|
:pos (vec 445.0 300.0)
|
||||||
|
:sprite (make-instance
|
||||||
|
'sprite-class
|
||||||
|
:texture-key 'goblin
|
||||||
|
:src-rect (rl:make-rectangle :x 0.0 :y 0.0 :width 192.0 :height 192.0)
|
||||||
|
:origin (vec 95.0 128.0))))
|
||||||
|
|
||||||
(defun deal-damage (obj damage)
|
(defun deal-damage (obj damage)
|
||||||
(with-accessors ((h health)) obj
|
(with-accessors ((h health)) obj
|
||||||
(setf h (- h damage))))
|
(setf h (- h damage))))
|
||||||
@@ -63,26 +110,44 @@
|
|||||||
((click-pos :initform nil :accessor click-pos)
|
((click-pos :initform nil :accessor click-pos)
|
||||||
(entities :initform '() :accessor entities)))
|
(entities :initform '() :accessor entities)))
|
||||||
|
|
||||||
(defparameter *game-state* nil)
|
|
||||||
(defparameter *textures* (make-hash-table))
|
|
||||||
|
|
||||||
(defun bind-texture (key path)
|
(defun bind-texture (key path)
|
||||||
(setf (gethash key *textures*) (rl:load-texture (uiop:native-namestring path))))
|
(setf (gethash key *textures*) (rl:load-texture (uiop:native-namestring (merge-pathnames path *assets-path*)))))
|
||||||
|
|
||||||
(defun game-init ()
|
(defun game-init ()
|
||||||
(setf *game-state* (make-instance 'game-state))
|
(setf *game-state* (make-instance 'game-state))
|
||||||
(setf (entities *game-state*) (list *knight* *archer*))
|
(setf (entities *game-state*) (list *knight* *archer* *goblin*))
|
||||||
;; (add-component (knight *game-state*) (make-instance 'transform))
|
;; (add-component (knight *game-state*) (make-instance 'transform))
|
||||||
(bind-texture 'terrain "~/Development/tinyswords/assets/Terrain/Ground/Tilemap_Flat.png")
|
(bind-texture 'terrain "Terrain/Ground/Tilemap_Flat.png")
|
||||||
(bind-texture 'knight "~/Development/tinyswords/assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png")
|
(bind-texture 'knight "Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png")
|
||||||
(bind-texture 'archer "~/Development/tinyswords/assets/Factions/Knights/Troops/Archer/Blue/Archer_Blue.png")
|
(bind-texture 'archer "Factions/Knights/Troops/Archer/Blue/Archer_Blue.png")
|
||||||
(bind-texture 'tower "~/Development/tinyswords/assets/Factions/Knights/Buildings/Tower/Tower_Blue.png"))
|
(bind-texture 'tower "Factions/Knights/Buildings/Tower/Tower_Blue.png")
|
||||||
|
(bind-texture 'goblin "Factions/Goblins/Troops/Torch/Red/Torch_Red.png"))
|
||||||
|
|
||||||
(defun game-input ()
|
(defun game-input ()
|
||||||
(when (rl:is-mouse-button-pressed 0)
|
(when (rl:is-mouse-button-pressed 0)
|
||||||
(setf (click-pos *game-state*) (print (rl:get-mouse-position))))
|
(if (rl:is-key-down :key-left-control)
|
||||||
(when (rl:is-mouse-button-pressed 1)
|
(progn
|
||||||
(setf (click-pos *game-state*) (print (rl:get-mouse-position)))))
|
(setf *camera-dragging?* t)
|
||||||
|
(v<- *camera-drag-start-pos* (rl:camera2d-target *camera*)))
|
||||||
|
(progn
|
||||||
|
(setf *unit-select-dragging?* t)
|
||||||
|
(v<- *unit-select-drag-start-pos* (rl:camera2d-target *camera*))))
|
||||||
|
(v<- *mouse-drag-start-pos* (rl:get-mouse-position)))
|
||||||
|
;; (princ (rl:get-mouse-wheel-move))
|
||||||
|
(setf (rl:camera2d-zoom *camera*)
|
||||||
|
(alexandria:clamp (exp (+ (log (rl:camera2d-zoom *camera*))
|
||||||
|
(* (rl:get-mouse-wheel-move) 0.1)))
|
||||||
|
1.0 2.0))
|
||||||
|
(when (rl:is-mouse-button-released 0)
|
||||||
|
(setf *camera-dragging?* nil)
|
||||||
|
(setf *unit-select-dragging?* nil))
|
||||||
|
(when (rl:is-key-down :key-r) (setf (rl:camera2d-target *camera*) (vec 0 0))))
|
||||||
|
|
||||||
|
;; (defun game-input ()
|
||||||
|
;; (when (rl:is-mouse-button-pressed 0)
|
||||||
|
;; (setf (click-pos *game-state*) (print (rl:get-mouse-position))))
|
||||||
|
;; (when (rl:is-mouse-button-pressed 1)
|
||||||
|
;; (setf (click-pos *game-state*) (print (rl:get-mouse-position)))))
|
||||||
;; (with-slots ((pos archer-pos) (kpos knight-pos)) *game-state*
|
;; (with-slots ((pos archer-pos) (kpos knight-pos)) *game-state*
|
||||||
;; (let ((dx 0.0) (dy 0.0))
|
;; (let ((dx 0.0) (dy 0.0))
|
||||||
;; (when (rl:is-key-down :key-right) (incf dx 1))
|
;; (when (rl:is-key-down :key-right) (incf dx 1))
|
||||||
@@ -91,7 +156,26 @@
|
|||||||
;; (when (rl:is-key-down :key-down) (incf dy 1))
|
;; (when (rl:is-key-down :key-down) (incf dy 1))
|
||||||
;; (setf pos (v+ pos (v* (vunit* (vec dx dy)) *move-speed*))))))
|
;; (setf pos (v+ pos (v* (vunit* (vec dx dy)) *move-speed*))))))
|
||||||
|
|
||||||
|
(defun goblin-fsm ()
|
||||||
|
(dolist (entity (entities *game-state*))
|
||||||
|
(when (eq (entity-type entity) :goblin)
|
||||||
|
(let* ((target-dist (v- (v+ *tower-pos* *tower-center*) (pos entity)))
|
||||||
|
(dir (vunit* target-dist)))
|
||||||
|
(setf (anim-idx (sprite entity)) 1)
|
||||||
|
(setf (pos entity) (v+ (pos entity) (v* dir 1)))))))
|
||||||
|
|
||||||
|
(defun calculate-camera-drag ()
|
||||||
|
(let* ((target-pos (v- (rl:get-mouse-position)
|
||||||
|
*mouse-drag-start-pos*)))
|
||||||
|
(setf (rl:camera2d-target *camera*) (v+ *camera-drag-start-pos* (v* -1 target-pos)))))
|
||||||
|
|
||||||
(defun game-update ()
|
(defun game-update ()
|
||||||
|
(when *camera-dragging?*
|
||||||
|
(calculate-camera-drag))
|
||||||
|
(when *unit-select-dragging?*
|
||||||
|
(setf (fill-pointer *selected-units*) 0)
|
||||||
|
(set-selection-rect)
|
||||||
|
(vector-push-extend *knight* *selected-units* ))
|
||||||
(with-accessors ((click-pos click-pos)) *game-state*
|
(with-accessors ((click-pos click-pos)) *game-state*
|
||||||
(when click-pos
|
(when click-pos
|
||||||
(with-accessors ((kpos pos)) *knight*
|
(with-accessors ((kpos pos)) *knight*
|
||||||
@@ -103,10 +187,11 @@
|
|||||||
(setf kpos click-pos)
|
(setf kpos click-pos)
|
||||||
;; (setf (velocity *knight*) (vec 0 0))
|
;; (setf (velocity *knight*) (vec 0 0))
|
||||||
(setf click-pos nil))
|
(setf click-pos nil))
|
||||||
(let ((vel (v* (* (rl:get-frame-time) 150.0) (vunit* dist))))
|
(let ((vel (v* (* (rl:get-frame-time) 240.0) (vunit* dist))))
|
||||||
(setf (anim-idx (sprite *knight*)) 1)
|
(setf (anim-idx (sprite *knight*)) 1)
|
||||||
(setf (velocity *knight*) vel)
|
(setf (velocity *knight*) vel)
|
||||||
(setf kpos (v+ kpos vel))))))))
|
(setf kpos (v+ kpos vel))))))))
|
||||||
|
(goblin-fsm)
|
||||||
(dolist (entity (entities *game-state*))
|
(dolist (entity (entities *game-state*))
|
||||||
(tick-sprite-animation (sprite entity) (< (vx (velocity entity)) 0.0))))
|
(tick-sprite-animation (sprite entity) (< (vx (velocity entity)) 0.0))))
|
||||||
|
|
||||||
@@ -159,20 +244,24 @@
|
|||||||
|
|
||||||
(defun game-draw ()
|
(defun game-draw ()
|
||||||
(rl:clear-background (rl:make-rgba 71 171 169 1))
|
(rl:clear-background (rl:make-rgba 71 171 169 1))
|
||||||
(draw-ground)
|
(rl:with-mode-2d (*camera*)
|
||||||
(rl:draw-texture-v (gethash 'tower *textures*) (vec 80 150) :white)
|
(draw-ground)
|
||||||
(dolist (entity (entities *game-state*))
|
(rl:draw-texture-v (gethash 'tower *textures*) *tower-pos* :white)
|
||||||
(draw-sprite (sprite entity) (pos entity)))
|
(dolist (entity (entities *game-state*))
|
||||||
|
(draw-sprite (sprite entity) (pos entity))))
|
||||||
|
(when *unit-select-dragging?*
|
||||||
|
(rl:draw-rectangle-lines-ex *selection-rect* 2.0 :raywhite))
|
||||||
(rl:draw-fps 10 10))
|
(rl:draw-fps 10 10))
|
||||||
|
|
||||||
(defun game ()
|
(defun game ()
|
||||||
(let* ((screen-width 900)
|
(let* ((screen-width 1600)
|
||||||
(screen-height 500))
|
(screen-height 900))
|
||||||
(rl:with-window (screen-width screen-height "RTS")
|
(rl:with-window (screen-width screen-height "RTS")
|
||||||
(rl:set-target-fps 240)
|
(rl:set-target-fps 60)
|
||||||
(game-init)
|
(game-init)
|
||||||
(loop :until (rl:window-should-close)
|
(loop :until (rl:window-should-close)
|
||||||
:do (livesupport:continuable (game-input)
|
:do (livesupport:continuable
|
||||||
|
(game-input)
|
||||||
(game-update)
|
(game-update)
|
||||||
(rl:with-drawing
|
(rl:with-drawing
|
||||||
(game-draw))))
|
(game-draw))))
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
# One-time GLFW/X11/GL driver init allocations reached via InitWindow.
|
||||||
|
# Never freed by design; not owned by this codebase.
|
||||||
|
leak:_glfwCreateWindowX11
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
#include <cstdlib>
|
||||||
|
#include <dlfcn.h>
|
||||||
|
#include <sys/stat.h>
|
||||||
|
#include <cstdio>
|
||||||
|
|
||||||
|
#include "game.h"
|
||||||
|
|
||||||
|
struct GameApi {
|
||||||
|
GameState *(*init)();
|
||||||
|
GameState *(*init_state)();
|
||||||
|
void (*step) (GameState *state);
|
||||||
|
void (*cleanup) (GameState *state);
|
||||||
|
bool (*window_should_close)();
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Game {
|
||||||
|
time_t last_write_time;
|
||||||
|
void *gamelib_handle;
|
||||||
|
ino_t gamelib_id;
|
||||||
|
GameApi api;
|
||||||
|
GameState *state;
|
||||||
|
};
|
||||||
|
|
||||||
|
time_t get_file_write_time(const char* path) {
|
||||||
|
struct stat file_stat;
|
||||||
|
if (stat(path, &file_stat) == 0) {
|
||||||
|
return file_stat.st_mtime;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool load_game_api(Game* game) {
|
||||||
|
const char* lib_path = "./game.so";
|
||||||
|
time_t write_time = get_file_write_time(lib_path);
|
||||||
|
|
||||||
|
if (write_time <= game->last_write_time) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void *gamelib_handle = dlopen(lib_path, RTLD_NOW);
|
||||||
|
if (!gamelib_handle) {
|
||||||
|
printf("Failed to load game.so: %s\n", dlerror());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game->gamelib_handle) {
|
||||||
|
dlclose(game->gamelib_handle);
|
||||||
|
}
|
||||||
|
game->gamelib_handle = gamelib_handle;
|
||||||
|
|
||||||
|
game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init");
|
||||||
|
game->api.init_state = (GameState*(*)())dlsym(game->gamelib_handle, "game_init_state");
|
||||||
|
game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step");
|
||||||
|
game->api.cleanup = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup");
|
||||||
|
game->api.window_should_close = (bool(*)())dlsym(game->gamelib_handle, "window_should_close");
|
||||||
|
|
||||||
|
game->last_write_time = write_time;
|
||||||
|
printf("Reloaded game.so\n");
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(void) {
|
||||||
|
Game game = {};
|
||||||
|
|
||||||
|
load_game_api(&game);
|
||||||
|
|
||||||
|
game.state = game.api.init();
|
||||||
|
while (!game.api.window_should_close()) {
|
||||||
|
// game.frame_count++;
|
||||||
|
// float dt = GetFrameTime();
|
||||||
|
load_game_api(&game);
|
||||||
|
|
||||||
|
if (game.state->should_reset) {
|
||||||
|
delete game.state;
|
||||||
|
game.state = game.api.init_state();
|
||||||
|
}
|
||||||
|
|
||||||
|
game.api.step(game.state);
|
||||||
|
}
|
||||||
|
|
||||||
|
game.api.cleanup(game.state);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -1,12 +1,34 @@
|
|||||||
#include "sprites.h"
|
// sprites.h
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "lib.h"
|
||||||
#include "include/raylib.h"
|
#include "include/raylib.h"
|
||||||
|
|
||||||
|
struct SpriteAnimation {
|
||||||
|
u8 loop;
|
||||||
|
u8 total_frames;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SpriteAnimationPlayback {
|
||||||
|
f32 time_elapsed;
|
||||||
|
u8 row;
|
||||||
|
u8 total_frames;
|
||||||
|
u8 current_frame;
|
||||||
|
u8 loop;
|
||||||
|
u8 finished;
|
||||||
|
};
|
||||||
|
|
||||||
|
void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback);
|
||||||
|
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len);
|
||||||
|
bool IsAnimationFinished(SpriteAnimationPlayback playback);
|
||||||
|
|
||||||
inline void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback) {
|
inline void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback) {
|
||||||
playback->time_elapsed = 0.0f;
|
playback->time_elapsed = 0.0f;
|
||||||
playback->current_frame = 0;
|
playback->current_frame = 0;
|
||||||
playback->row = animation;
|
playback->row = animation;
|
||||||
playback->total_frames = anims[animation].total_frames;
|
playback->total_frames = anims[animation].total_frames;
|
||||||
playback->loop = anims[animation].loop;
|
playback->loop = anims[animation].loop;
|
||||||
|
playback->finished = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
||||||
@@ -21,11 +43,12 @@ void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
|||||||
if (playback->loop) {
|
if (playback->loop) {
|
||||||
playback->current_frame = 0;
|
playback->current_frame = 0;
|
||||||
}
|
}
|
||||||
|
playback->finished = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
inline bool IsAnimationFinished(SpriteAnimationPlayback playback) {
|
inline bool IsAnimationFinished(SpriteAnimationPlayback playback) {
|
||||||
return playback.current_frame == playback.total_frames;
|
return playback.finished;
|
||||||
}
|
}
|
||||||
+1
Submodule vendor/raylib added at c1ab645ca2.
Reference in new issue
Block a user