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| author | Ray <raysan5@gmail.com> | 2016-11-24 17:26:07 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-11-24 17:26:07 +0100 |
| commit | 17f09cb03484a408cdd50a3d2e4d6604bb1f4c70 (patch) | |
| tree | 51e909c419de9625f1beaaca44696857a600e8d5 /examples | |
| parent | 05f68c22d5c8d8f7c4254ae47700318e21709887 (diff) | |
| parent | a81dfabf863c512044b246e23aaf43489d2fa1ac (diff) | |
| download | raylib-17f09cb03484a408cdd50a3d2e4d6604bb1f4c70.tar.gz raylib-17f09cb03484a408cdd50a3d2e4d6604bb1f4c70.zip | |
Merge pull request #198 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples')
46 files changed, 1400 insertions, 476 deletions
diff --git a/examples/Makefile b/examples/Makefile index 378f5edf..710e97c4 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -2,6 +2,8 @@ # # raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten) # +# NOTE: By default examples are compiled using raylib static library and OpenAL Soft shared library +# # Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) # # This software is provided "as-is", without any express or implied warranty. In no event @@ -26,6 +28,9 @@ # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop() PLATFORM ?= PLATFORM_DESKTOP +# define NO to use OpenAL Soft as static library (shared by default) +SHARED_OPENAL ?= YES + # determine PLATFORM_OS in case PLATFORM_DESKTOP selected ifeq ($(PLATFORM),PLATFORM_DESKTOP) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows @@ -62,12 +67,13 @@ endif # define compiler flags: # -O2 defines optimization level +# -s strip unnecessary data from build # -Wall turns on most, but not all, compiler warnings # -std=c99 use standard C from 1999 revision ifeq ($(PLATFORM),PLATFORM_RPI) - CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline + CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline else - CFLAGS = -O2 -Wall -std=c99 + CFLAGS = -O2 -s -Wall -std=c99 endif ifeq ($(PLATFORM),PLATFORM_WEB) CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources @@ -151,7 +157,14 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) else # libraries for Windows desktop compiling # NOTE: GLFW3 and OpenAL Soft libraries should be installed - LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32 + LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32 + # if static OpenAL Soft required, define the corresponding libs + ifeq ($(SHARED_OPENAL),NO) + LIBS += -lopenal32 -lwinmm + CFLAGS += -Wl,-allow-multiple-definition + else + LIBS += -lopenal32dll + endif endif endif endif @@ -215,6 +228,8 @@ EXAMPLES = \ text_format_text \ text_font_select \ text_writing_anim \ + text_ttf_loading \ + text_bmfont_unordered \ models_geometric_shapes \ models_box_collisions \ models_billboard \ @@ -230,6 +245,11 @@ EXAMPLES = \ audio_music_stream \ audio_module_playing \ audio_raw_stream \ + physics_demo \ + physics_friction \ + physics_movement \ + physics_restitution \ + physics_shatter \ fix_dylib \ @@ -400,6 +420,14 @@ text_font_select: text_font_select.c text_writing_anim: text_writing_anim.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) +# compile [text] example - text ttf loading +text_ttf_loading: text_ttf_loading.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile [text] example - text bmfont unordered +text_bmfont_unordered: text_bmfont_unordered.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + # compile [models] example - basic geometric 3d shapes models_geometric_shapes: models_geometric_shapes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) @@ -464,6 +492,26 @@ audio_module_playing: audio_module_playing.c audio_raw_stream: audio_raw_stream.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) +# compile [physac] example - physics demo +physics_demo: physics_demo.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS) + +# compile [physac] example - physics friction +physics_friction: physics_friction.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS) + +# compile [physac] example - physics movement +physics_movement: physics_movement.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS) + +# compile [physac] example - physics restitution +physics_restitution: physics_restitution.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS) + +# compile [physac] example - physics shatter +physics_shatter: physics_shatter.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS) + # fix dylib install path name for each executable (MAC) fix_dylib: ifeq ($(PLATFORM_OS),OSX) diff --git a/examples/audio_module_playing.c b/examples/audio_module_playing.c index 7da3579c..a9ee4619 100644 --- a/examples/audio_module_playing.c +++ b/examples/audio_module_playing.c @@ -30,6 +30,8 @@ int main() int screenWidth = 800; int screenHeight = 450; + SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X + InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)"); InitAudioDevice(); // Initialize audio device @@ -49,13 +51,6 @@ int main() circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; circles[i].color = colors[GetRandomValue(0, 13)]; } - - // Load postprocessing bloom shader - Shader shader = LoadShader("resources/shaders/glsl330/base.vs", - "resources/shaders/glsl330/bloom.fs"); - - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); Music xm = LoadMusicStream("resources/audio/mini1111.xm"); @@ -117,28 +112,17 @@ int main() //---------------------------------------------------------------------------------- BeginDrawing(); - ClearBackground(BLACK); + ClearBackground(WHITE); - BeginTextureMode(target); // Enable drawing to texture - - for (int i = MAX_CIRCLES - 1; i >= 0; i--) - { - DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)); - } - - EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) + for (int i = MAX_CIRCLES - 1; i >= 0; i--) + { + DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)); + } - BeginShaderMode(shader); - - // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); - - EndShaderMode(); - // Draw time bar DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY); DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON); - DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE); + DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- @@ -146,9 +130,6 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - UnloadRenderTexture(target); // Unload render texture - UnloadMusicStream(xm); // Unload music stream buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) diff --git a/examples/audio_module_playing.lua b/examples/audio_module_playing.lua index 3c5ad641..7c675424 100644 --- a/examples/audio_module_playing.lua +++ b/examples/audio_module_playing.lua @@ -37,13 +37,6 @@ for i = MAX_CIRCLES, 1, -1 do circles[i].color = colors[GetRandomValue(1, 14)] end --- Load postprocessing bloom shader -local shader = LoadShader("resources/shaders/glsl330/base.vs", - "resources/shaders/glsl330/bloom.fs") - --- Create a RenderTexture2D to be used for render to texture -local target = LoadRenderTexture(screenWidth, screenHeight) - local xm = LoadMusicStream("resources/audio/mini1111.xm") PlayMusicStream(xm) @@ -83,22 +76,11 @@ while not WindowShouldClose() do -- Detect window close button or ESC key --------------------------------------------------------------------------------------- BeginDrawing() - ClearBackground(BLACK) - - BeginTextureMode(target) -- Enable drawing to texture - - for i = MAX_CIRCLES, 1, -1 do - DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)) - end - - EndTextureMode() -- End drawing to texture (now we have a texture available for next passes) + ClearBackground(RAYWHITE) - BeginShaderMode(shader) - - -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE) - - EndShaderMode() + for i = MAX_CIRCLES, 1, -1 do + DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)) + end -- Draw time bar DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY) @@ -111,10 +93,7 @@ end -- De-Initialization ------------------------------------------------------------------------------------------- -UnloadShader(shader) -- Unload shader -UnloadRenderTexture(target) -- Unload render texture - -UnloadMusicStream(xm) -- Unload music stream buffers from RAM +UnloadMusicStream(xm) -- Unload music stream buffers from RAM CloseAudioDevice() -- Close audio device (music streaming is automatically stopped) diff --git a/examples/audio_module_playing.png b/examples/audio_module_playing.png Binary files differindex 7c2e469f..8bde9879 100644 --- a/examples/audio_module_playing.png +++ b/examples/audio_module_playing.png diff --git a/examples/audio_raw_stream.png b/examples/audio_raw_stream.png Binary files differnew file mode 100644 index 00000000..344f4a71 --- /dev/null +++ b/examples/audio_raw_stream.png diff --git a/examples/audio_standalone.c b/examples/audio_standalone.c index c716faed..7688b881 100644 --- a/examples/audio_standalone.c +++ b/examples/audio_standalone.c @@ -32,6 +32,8 @@ int main() { + // Initialization + //-------------------------------------------------------------------------------------- unsigned char key; InitAudioDevice(); @@ -43,7 +45,9 @@ int main() PlayMusicStream(music); printf("\nPress s or d to play sounds...\n"); - + //-------------------------------------------------------------------------------------- + + // Main loop while (key != KEY_ESCAPE) { if (kbhit()) key = getch(); @@ -63,15 +67,15 @@ int main() UpdateMusicStream(music); } + // De-Initialization + //-------------------------------------------------------------------------------------- UnloadSound(fxWav); // Unload sound data UnloadSound(fxOgg); // Unload sound data UnloadMusicStream(music); // Unload music stream data CloseAudioDevice(); - - printf("\n\nPress ENTER to close..."); - getchar(); + //-------------------------------------------------------------------------------------- return 0; }
\ No newline at end of file diff --git a/examples/core_3d_camera_first_person.lua b/examples/core_3d_camera_first_person.lua index 800c3c2a..22ccdc5c 100644 --- a/examples/core_3d_camera_first_person.lua +++ b/examples/core_3d_camera_first_person.lua @@ -19,7 +19,7 @@ local screenHeight = 450 InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person") -- Define the camera to look into our 3d world (position, target, up vector) -local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0) +local camera = Camera(Vector3(4.0, 2.0, 4.0), Vector3(0.0, 1.8, 0.0), Vector3(0.0, 1.0, 0.0), 60.0) -- Generates some random columns local heights = {} @@ -34,17 +34,16 @@ end local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position -SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.FIRST_PERSON) -- Set a first person camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop -while not WindowShouldClose() do -- Detect window close button or ESC key +while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/core_3d_camera_free.lua b/examples/core_3d_camera_free.lua index 244aad6b..57fa7a12 100644 --- a/examples/core_3d_camera_free.lua +++ b/examples/core_3d_camera_free.lua @@ -18,26 +18,23 @@ InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free") -- Define the camera to look into our 3d world local camera = {} -camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position +camera.position = Vector3(10.0, 10.0, 10.0) -- Camera position camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target) camera.fovy = 45.0 -- Camera field-of-view Y local cubePosition = Vector3(0.0, 0.0, 0.0) -SetCameraMode(CameraMode.FREE) -- Set a free camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/core_3d_picking.lua b/examples/core_3d_picking.lua index 1adee67c..230f5756 100644 --- a/examples/core_3d_picking.lua +++ b/examples/core_3d_picking.lua @@ -30,18 +30,16 @@ local ray = Ray(Vector3(0, 0, 0), Vector3(0, 0, 0)) -- Picking line ray local collision = false -SetCameraMode(CameraMode.FREE) -- Set a free camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then -- NOTE: This function is NOT WORKING properly! diff --git a/examples/core_drop_files.c b/examples/core_drop_files.c index 5eea35f3..5c1501b8 100644 --- a/examples/core_drop_files.c +++ b/examples/core_drop_files.c @@ -23,7 +23,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files"); int count = 0; - char **droppedFiles; + char **droppedFiles = { 0 }; SetTargetFPS(60); //-------------------------------------------------------------------------------------- diff --git a/examples/core_input_gamepad.lua b/examples/core_input_gamepad.lua index 78d9b84e..ade3f00f 100644 --- a/examples/core_input_gamepad.lua +++ b/examples/core_input_gamepad.lua @@ -19,8 +19,8 @@ local screenHeight = 450 InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input") -local ballPosition = Vector2(screenWidth/2, screenHeight/2) -local gamepadMovement = Vector2(0, 0) +local texPs3Pad = LoadTexture("resources/ps3.png") +local texXboxPad = LoadTexture("resources/xbox.png") SetTargetFPS(60) -- Set target frames-per-second ------------------------------------------------------------------------------------------- @@ -29,18 +29,7 @@ SetTargetFPS(60) -- Set target frames-per-second while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then - gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X) - gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y) - - ballPosition.x = ballPosition.x + gamepadMovement.x - ballPosition.y = ballPosition.y - gamepadMovement.y - - if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then - ballPosition.x = screenWidth/2 - ballPosition.y = screenHeight/2 - end - end + -- ... --------------------------------------------------------------------------------------- -- Draw @@ -49,9 +38,117 @@ while not WindowShouldClose() do -- Detect window close button or ESC key ClearBackground(RAYWHITE) - DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY) + if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then + DrawText(string.format("GP1: %s", GetGamepadName(GAMEPAD.PLAYER1)), 10, 10, 10, BLACK) + + if (IsGamepadName(GAMEPAD.PLAYER1, "Xbox 360 Controller")) then + DrawTexture(texXboxPad, 0, 0, DARKGRAY) + + -- Draw buttons: xbox home + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_HOME)) then DrawCircle(394, 89, 19, RED) end + + -- Draw buttons: basic + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_START)) then DrawCircle(436, 150, 9, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_SELECT)) then DrawCircle(352, 150, 9, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_X)) then DrawCircle(501, 151, 15, BLUE) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_A)) then DrawCircle(536, 187, 15, LIME) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_B)) then DrawCircle(572, 151, 15, MAROON) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_Y)) then DrawCircle(536, 115, 15, GOLD) end + + -- Draw buttons: d-pad + DrawRectangle(317, 202, 19, 71, BLACK) + DrawRectangle(293, 228, 69, 19, BLACK) + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_UP)) then DrawRectangle(317, 202, 19, 26, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_DOWN)) then DrawRectangle(317, 202 + 45, 19, 26, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_LEFT)) then DrawRectangle(292, 228, 25, 19, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_RIGHT)) then DrawRectangle(292 + 44, 228, 26, 19, RED) end + + -- Draw buttons: left-right back + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_LB)) then DrawCircle(259, 61, 20, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.XBOX_BUTTON_RB)) then DrawCircle(536, 61, 20, RED) end + + -- Draw axis: left joystick + DrawCircle(259, 152, 39, BLACK) + DrawCircle(259, 152, 34, LIGHTGRAY) + DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X)*20), + 152 - (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y)*20), 25, BLACK) + + -- Draw axis: right joystick + DrawCircle(461, 237, 38, BLACK) + DrawCircle(461, 237, 33, LIGHTGRAY) + DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_RIGHT_X)*20), + 237 - (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_RIGHT_Y)*20), 25, BLACK) - DrawCircleV(ballPosition, 50, MAROON) + -- Draw axis: left-right triggers + DrawRectangle(170, 30, 15, 70, GRAY) + DrawRectangle(604, 30, 15, 70, GRAY) + DrawRectangle(170, 30, 15, (((1.0 + GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LT))/2.0)*70), RED) + DrawRectangle(604, 30, 15, (((1.0 + GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_RT))/2.0)*70), RED) + + --DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LT)), 10, 40, 10, BLACK) + --DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_RT)), 10, 60, 10, BLACK) + elseif (IsGamepadName(GAMEPAD.PLAYER1, "PLAYSTATION(R)3 Controller")) then + DrawTexture(texPs3Pad, 0, 0, DARKGRAY) + + -- Draw buttons: ps + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_PS)) then DrawCircle(396, 222, 13, RED) end + + -- Draw buttons: basic + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_SELECT)) then DrawRectangle(328, 170, 32, 13, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_START)) then DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_TRIANGLE)) then DrawCircle(557, 144, 13, LIME) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_CIRCLE)) then DrawCircle(586, 173, 13, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_CROSS)) then DrawCircle(557, 203, 13, VIOLET) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_SQUARE)) then DrawCircle(527, 173, 13, PINK) end + + -- Draw buttons: d-pad + DrawRectangle(225, 132, 24, 84, BLACK) + DrawRectangle(195, 161, 84, 25, BLACK) + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_UP)) then DrawRectangle(225, 132, 24, 29, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_DOWN)) then DrawRectangle(225, 132 + 54, 24, 30, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_LEFT)) then DrawRectangle(195, 161, 30, 25, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_RIGHT)) then DrawRectangle(195 + 54, 161, 30, 25, RED) end + + -- Draw buttons: left-right back buttons + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_L1)) then DrawCircle(239, 82, 20, RED) end + if (IsGamepadButtonDown(GAMEPAD.PLAYER1, GAMEPAD.PS3_BUTTON_R1)) then DrawCircle(557, 82, 20, RED) end + + -- Draw axis: left joystick + DrawCircle(319, 255, 35, BLACK) + DrawCircle(319, 255, 31, LIGHTGRAY) + DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_LEFT_X)*20), + 255 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_LEFT_Y)*20), 25, BLACK) + + -- Draw axis: right joystick + DrawCircle(475, 255, 35, BLACK) + DrawCircle(475, 255, 31, LIGHTGRAY) + DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_RIGHT_X)*20), + 255 + (GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_RIGHT_Y)*20), 25, BLACK) + + -- Draw axis: left-right triggers + DrawRectangle(169, 48, 15, 70, GRAY) + DrawRectangle(611, 48, 15, 70, GRAY) + DrawRectangle(169, 48, 15, (((1.0 - GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_L2))/2.0)*70), RED) + DrawRectangle(611, 48, 15, (((1.0 - GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.PS3_AXIS_R2))/2.0)*70), RED) + else + DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY) + + -- TODO: Draw generic gamepad + end + + DrawText(string.format("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD.PLAYER1)), 10, 50, 10, MAROON) + + for i = 1, GetGamepadAxisCount(GAMEPAD.PLAYER1) do -- Iterate along all the rectangles + DrawText(string.format("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD.PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY) + end + + if (GetGamepadButtonPressed() ~= -1) then DrawText(string.format("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED) + else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY) end + else + DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY) + + DrawTexture(texXboxPad, 0, 0, LIGHTGRAY) + end EndDrawing() --------------------------------------------------------------------------------------- @@ -59,5 +156,8 @@ end -- De-Initialization ------------------------------------------------------------------------------------------- -CloseWindow() -- Close window and OpenGL context +UnloadTexture(texPs3Pad) -- Unload gamepad texture +UnloadTexture(texXboxPad) -- Unload gamepad texture + +CloseWindow() -- Close window and OpenGL context -------------------------------------------------------------------------------------------
\ No newline at end of file diff --git a/examples/core_input_gamepad.png b/examples/core_input_gamepad.png Binary files differindex f7e55658..5996eece 100644 --- a/examples/core_input_gamepad.png +++ b/examples/core_input_gamepad.png diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index 7276e3de..eb628cd7 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -47,10 +47,10 @@ int main() { // Update //---------------------------------------------------------------------------------- - if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode) - else UpdateVrTracking(&camera); // Update camera with device tracking data + if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode) + else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data - if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode + if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode //---------------------------------------------------------------------------------- // Draw diff --git a/examples/core_world_screen.lua b/examples/core_world_screen.lua index 51f2cdbf..48b617dd 100644 --- a/examples/core_world_screen.lua +++ b/examples/core_world_screen.lua @@ -23,10 +23,7 @@ local cubePosition = Vector3(0.0, 0.0, 0.0) local cubeScreenPosition = Vector2(0, 0) -SetCameraMode(CameraMode.FREE) -- Set a free camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.FREE) -- Set a free camera mode SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ---------------------------------------------------------------------------------------- @@ -35,7 +32,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per- while not WindowShouldClose() do -- Detect window close button or ESC key -- Update ------------------------------------------------------------------------------------ - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera -- Calculate cube screen space position (with a little offset to be in top) cubeScreenPosition = GetWorldToScreen(Vector3(cubePosition.x, cubePosition.y + 2.5, cubePosition.z), camera) diff --git a/examples/models_billboard.lua b/examples/models_billboard.lua index 457198e6..9d81f6ce 100644 --- a/examples/models_billboard.lua +++ b/examples/models_billboard.lua @@ -22,19 +22,16 @@ local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0. local bill = LoadTexture("resources/billboard.png") -- Our texture billboard local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/models_cubicmap.lua b/examples/models_cubicmap.lua index bae3bac2..79faafc9 100644 --- a/examples/models_cubicmap.lua +++ b/examples/models_cubicmap.lua @@ -31,18 +31,16 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/models_heightmap.lua b/examples/models_heightmap.lua index 4240f8b7..efcbfb4b 100644 --- a/examples/models_heightmap.lua +++ b/examples/models_heightmap.lua @@ -27,17 +27,16 @@ local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (d UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ---------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c deleted file mode 100644 index 87316a98..00000000 --- a/examples/physics_basic_rigidbody.c +++ /dev/null @@ -1,135 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - Basic rigidbody -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* NOTE: -* Physac requires multi-threading, when InitPhysics() a second thread is created to manage -* physics calculations. To accomplish that, physac uses pthread Win32 library that can be -* found inside raylib/src/external/pthread directory. -* -* Add pthread library when compiling physac example: -* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ -* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall -* -* Note that pthreadGC2.dll must be also copied to project directory! -* -* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "physac.h" - -#define MOVE_VELOCITY 5 -#define JUMP_VELOCITY 30 - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody"); - InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module - - // Debug variables - bool isDebug = false; - - // Create rectangle physic object - PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); - rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour - rectangle->rigidbody.applyGravity = true; - rectangle->rigidbody.friction = 0.1f; - rectangle->rigidbody.bounciness = 6.0f; - - // Create square physic object - PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); - square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour - square->rigidbody.applyGravity = true; - square->rigidbody.friction = 0.1f; - - // Create walls physic objects - PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); - PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); - - // Create pplatform physic object - PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // Check rectangle movement inputs - if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY; - if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY; - else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY; - - // Check square movement inputs - if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY; - if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY; - else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY; - - // Check debug switch input - if (IsKeyPressed('P')) isDebug = !isDebug; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Draw floor, roof and walls rectangles - DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable - DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY); - - // Draw middle platform rectangle - DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY); - - // Draw physic objects - DrawRectangleRec(TransformToRectangle(rectangle->transform), RED); - DrawRectangleRec(TransformToRectangle(square->transform), BLUE); - - // Draw collider lines if debug is enabled - if (isDebug) - { - DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN); - DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN); - DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN); - DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN); - DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN); - DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN); - DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN); - } - - // Draw help message - DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - ClosePhysics(); // Unitialize physics (including all loaded objects) - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
\ No newline at end of file diff --git a/examples/physics_basic_rigidbody.png b/examples/physics_basic_rigidbody.png Binary files differdeleted file mode 100644 index 52f265ac..00000000 --- a/examples/physics_basic_rigidbody.png +++ /dev/null diff --git a/examples/physics_demo.c b/examples/physics_demo.c new file mode 100644 index 00000000..bed7c94d --- /dev/null +++ b/examples/physics_demo.c @@ -0,0 +1,122 @@ +/******************************************************************************************* +* +* Physac - Physics demo +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo"); + SetTargetFPS(60); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor rectangle physics body + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + + // Create obstacle circle physics body + PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed('R')) // Reset physics input + { + ResetPhysics(); + + floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + floor->enabled = false; + + circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + circle->enabled = false; + } + + // Physics body creation inputs + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); + else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10); + + // Destroy falling physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = bodiesCount - 1; i >= 0; i--) + { + PhysicsBody body = GetPhysicsBody(i); + if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body); + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + DrawFPS(screenWidth - 90, screenHeight - 30); + + // Draw created physics bodies + bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody body = GetPhysicsBody(i); + + if (body != NULL) + { + int vertexCount = GetPhysicsShapeVerticesCount(i); + for (int j = 0; j < vertexCount; j++) + { + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(body, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + } + + DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE); + DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE); + DrawText("Press 'R' to reset example", 10, 40, 10, WHITE); + + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/physics_demo.png b/examples/physics_demo.png Binary files differnew file mode 100644 index 00000000..12dc7e72 --- /dev/null +++ b/examples/physics_demo.png diff --git a/examples/physics_forces.c b/examples/physics_forces.c deleted file mode 100644 index e45cb44c..00000000 --- a/examples/physics_forces.c +++ /dev/null @@ -1,193 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - Forces -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* NOTE: -* Physac requires multi-threading, when InitPhysics() a second thread is created to manage -* physics calculations. To accomplish that, physac uses pthread Win32 library that can be -* found inside raylib/src/external/pthread directory. -* -* Add pthread library when compiling physac example: -* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ -* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall -* -* Note that pthreadGC2.dll must be also copied to project directory! -* -* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "physac.h" - -#define FORCE_AMOUNT 5.0f -#define FORCE_RADIUS 150 -#define LINE_LENGTH 75 -#define TRIANGLE_LENGTH 12 - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces"); - InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module - - // Global variables - Vector2 mousePosition; - bool isDebug = false; - - // Create rectangle physic objects - PhysicBody rectangles[3]; - for (int i = 0; i < 3; i++) - { - rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); - rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour - rectangles[i]->rigidbody.friction = 0.1f; - } - - // Create circles physic objects - // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle. - PhysicBody circles[3]; - for (int i = 0; i < 3; i++) - { - circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); - circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour - circles[i]->rigidbody.friction = 0.1f; - circles[i]->collider.type = COLLIDER_CIRCLE; - circles[i]->collider.radius = 25; - } - - // Create walls physic objects - PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); - PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - - // Update mouse position value - mousePosition = GetMousePosition(); - - // Check force input - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS); - - // Check reset input - if (IsKeyPressed('R')) - { - // Reset rectangle physic objects positions - for (int i = 0; i < 3; i++) - { - rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 }; - rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; - } - - // Reset circles physic objects positions - for (int i = 0; i < 3; i++) - { - circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }; - circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; - } - } - - // Check debug switch input - if (IsKeyPressed('P')) isDebug = !isDebug; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Draw rectangles - for (int i = 0; i < 3; i++) - { - // Convert transform values to rectangle data type variable - DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED); - if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN); - - // Draw force radius - DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); - - // Draw direction lines - if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS)) - { - Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y }; - float angle = atan2l(direction.y, direction.x); - - // Calculate arrow start and end positions - Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }; - Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }; - - // Draw arrow line - DrawLineV(startPosition, endPosition, BLACK); - - // Draw arrow triangle - DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, - (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, - (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK); - } - } - - // Draw circles - for (int i = 0; i < 3; i++) - { - DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE); - if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN); - - // Draw force radius - DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); - - // Draw direction lines - if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS)) - { - Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y }; - float angle = atan2l(direction.y, direction.x); - - // Calculate arrow start and end positions - Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y }; - Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }; - - // Draw arrow line - DrawLineV(startPosition, endPosition, BLACK); - - // Draw arrow triangle - DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, - (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, - (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK); - } - } - - // Draw help messages - DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); - DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - ClosePhysics(); // Unitialize physics module - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
\ No newline at end of file diff --git a/examples/physics_forces.png b/examples/physics_forces.png Binary files differdeleted file mode 100644 index 832bdbd9..00000000 --- a/examples/physics_forces.png +++ /dev/null diff --git a/examples/physics_friction.c b/examples/physics_friction.c new file mode 100644 index 00000000..28d3c4b8 --- /dev/null +++ b/examples/physics_friction.c @@ -0,0 +1,136 @@ +/******************************************************************************************* +* +* Physac - Physics friction +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction"); + SetTargetFPS(60); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor rectangle physics body + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10); + wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + + // Create left ramp physics body + PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10); + rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); + + // Create right ramp physics body + PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10); + rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); + + // Create dynamic physics bodies + PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10); + bodyA->staticFriction = 0.1f; + bodyA->dynamicFriction = 0.1f; + SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); + + PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); + bodyB->staticFriction = 1; + bodyB->dynamicFriction = 1; + SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed('R')) // Reset physics input + { + // Reset dynamic physics bodies position, velocity and rotation + bodyA->position = (Vector2){ 35, screenHeight*0.6f }; + bodyA->velocity = (Vector2){ 0, 0 }; + bodyA->angularVelocity = 0; + SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); + + bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f }; + bodyB->velocity = (Vector2){ 0, 0 }; + bodyB->angularVelocity = 0; + SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + DrawFPS(screenWidth - 90, screenHeight - 30); + + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody body = GetPhysicsBody(i); + + if (body != NULL) + { + int vertexCount = GetPhysicsShapeVerticesCount(i); + for (int j = 0; j < vertexCount; j++) + { + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(body, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + } + + DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); + + DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE); + DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE); + DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE); + + DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); + + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/physics_friction.png b/examples/physics_friction.png Binary files differnew file mode 100644 index 00000000..e791ec2b --- /dev/null +++ b/examples/physics_friction.png diff --git a/examples/physics_movement.c b/examples/physics_movement.c new file mode 100644 index 00000000..ca18f3df --- /dev/null +++ b/examples/physics_movement.c @@ -0,0 +1,122 @@ +/******************************************************************************************* +* +* Physac - Physics movement +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +#define VELOCITY 0.5f + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement"); + SetTargetFPS(60); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor and walls rectangle physics body + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); + PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); + PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10); + PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10); + + // Disable dynamics to floor and walls physics bodies + floor->enabled = false; + platformLeft->enabled = false; + platformRight->enabled = false; + wallLeft->enabled = false; + wallRight->enabled = false; + + // Create movement physics body + PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1); + body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed('R')) // Reset physics input + { + // Reset movement physics body position, velocity and rotation + body->position = (Vector2){ screenWidth/2, screenHeight/2 }; + body->velocity = (Vector2){ 0, 0 }; + SetPhysicsBodyRotation(body, 0); + } + + // Horizontal movement input + if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY; + else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY; + + // Vertical movement input checking if player physics body is grounded + if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + DrawFPS(screenWidth - 90, screenHeight - 30); + + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody body = GetPhysicsBody(i); + + int vertexCount = GetPhysicsShapeVerticesCount(i); + for (int j = 0; j < vertexCount; j++) + { + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(body, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + + DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE); + DrawText("Press 'R' to reset example", 10, 30, 10, WHITE); + + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/physics_movement.png b/examples/physics_movement.png Binary files differnew file mode 100644 index 00000000..a88a7d79 --- /dev/null +++ b/examples/physics_movement.png diff --git a/examples/physics_restitution.c b/examples/physics_restitution.c new file mode 100644 index 00000000..3543db69 --- /dev/null +++ b/examples/physics_restitution.c @@ -0,0 +1,115 @@ +/******************************************************************************************* +* +* Physac - Physics restitution +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution"); + SetTargetFPS(60); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor rectangle physics body + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) + floor->restitution = 1; + + // Create circles physics body + PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10); + circleA->restitution = 0; + PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10); + circleB->restitution = 0.5f; + PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); + circleC->restitution = 1; + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed('R')) // Reset physics input + { + // Reset circles physics bodies position and velocity + circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 }; + circleA->velocity = (Vector2){ 0, 0 }; + circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 }; + circleB->velocity = (Vector2){ 0, 0 }; + circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 }; + circleC->velocity = (Vector2){ 0, 0 }; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + DrawFPS(screenWidth - 90, screenHeight - 30); + + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody body = GetPhysicsBody(i); + + int vertexCount = GetPhysicsShapeVerticesCount(i); + for (int j = 0; j < vertexCount; j++) + { + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(body, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + + DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE); + DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); + DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); + DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE); + + DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); + + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/physics_restitution.png b/examples/physics_restitution.png Binary files differnew file mode 100644 index 00000000..8ec4b3f3 --- /dev/null +++ b/examples/physics_restitution.png diff --git a/examples/physics_shatter.c b/examples/physics_shatter.c new file mode 100644 index 00000000..2cb9d195 --- /dev/null +++ b/examples/physics_shatter.c @@ -0,0 +1,107 @@ +/******************************************************************************************* +* +* Physac - Body shatter +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter"); + SetTargetFPS(60); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + SetPhysicsGravity(0, 0); + + // Create random polygon physics body to shatter + PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed('R')) // Reset physics input + { + ResetPhysics(); + + // Create random polygon physics body to shatter + body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + } + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input + { + // Note: some values need to be stored in variables due to asynchronous changes during main thread + int count = GetPhysicsBodiesCount(); + for (int i = count - 1; i >= 0; i--) + { + PhysicsBody currentBody = GetPhysicsBody(i); + if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody currentBody = GetPhysicsBody(i); + + int vertexCount = GetPhysicsShapeVerticesCount(i); + for (int j = 0; j < vertexCount; j++) + { + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + + DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE); + + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/physics_shatter.png b/examples/physics_shatter.png Binary files differnew file mode 100644 index 00000000..68f9a1b7 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id=248 x=208 y=38 width=24 height=36 xoffset=-3 yoffset=-2 xadvance=21 page=0 chnl=15 +char id=249 x=344 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 +char id=250 x=368 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 +char id=251 x=416 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 +char id=252 x=440 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 +char id=253 x=464 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 +char id=254 x=0 y=228 width=19 height=36 xoffset=-3 yoffset=-2 xadvance=16 page=0 chnl=15 +char id=255 x=0 y=114 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15 diff --git a/examples/resources/fonts/pixantiqua_0.png b/examples/resources/fonts/pixantiqua_0.png Binary files differnew file mode 100644 index 00000000..2aa2870f --- /dev/null +++ b/examples/resources/fonts/pixantiqua_0.png diff --git a/examples/rlua_execute_file.c b/examples/rlua_execute_file.c index 71720313..a91ce42f 100644 --- a/examples/rlua_execute_file.c +++ b/examples/rlua_execute_file.c @@ -7,7 +7,8 @@ * Compile example using: * gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon / * -I../src -I../src/external/lua/include -L../src/external/lua/lib / -* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99 +* -lraylib -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -llua53 / +* -std=c99 -Wl,-allow-multiple-definition -Wl,--subsystem,windows * * This example has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -28,7 +29,7 @@ int main() InitLuaDevice(); //-------------------------------------------------------------------------------------- - // ExecuteLuaFile("core_basic_window.lua"); // OK! + ExecuteLuaFile("core_basic_window.lua"); // OK! // ExecuteLuaFile("core_input_keys.lua"); // OK! // ExecuteLuaFile("core_input_mouse.lua"); // OK! // ExecuteLuaFile("core_mouse_wheel.lua"); // OK! @@ -65,6 +66,8 @@ int main() // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText() // ExecuteLuaFile("text_font_select.lua"); // OK! // ExecuteLuaFile("text_writing_anim.lua"); // OK! + // ExecuteLuaFile("text_ttf_loading.lua"); // ISSUE: Attempt to index a SpriteFont value (local 'font') + // ExecuteLuaFile("text_bmfont_unordered.lua"); // OK! // ExecuteLuaFile("models_geometric_shapes.lua"); // OK! // ExecuteLuaFile("models_box_collisions.lua"); // OK! // ExecuteLuaFile("models_billboard.lua"); // OK! @@ -80,7 +83,7 @@ int main() // ExecuteLuaFile("audio_music_stream.lua"); // OK! // ExecuteLuaFile("audio_module_playing.lua"); // OK! // ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream() - + // De-Initialization //-------------------------------------------------------------------------------------- CloseLuaDevice(); // Close Lua device and free resources diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua index 3a8bbae5..dafd3b84 100644 --- a/examples/shaders_custom_uniform.lua +++ b/examples/shaders_custom_uniform.lua @@ -47,15 +47,13 @@ local swirlCenter = { screenWidth/2, screenHeight/2 } local target = LoadRenderTexture(screenWidth, screenHeight) -- Setup orbital camera -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop -while not WindowShouldClose() do -- Detect window close button or ESC key +while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- local mousePosition = GetMousePosition() @@ -66,7 +64,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key -- Send new value to the shader to be used on drawing SetShaderValue(shader, swirlCenterLoc, swirlCenter) - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw @@ -75,13 +73,13 @@ while not WindowShouldClose() do -- Detect window close button or ESC key ClearBackground(RAYWHITE) - BeginTextureMode(target) -- Enable drawing to texture + BeginTextureMode(target) -- Enable drawing to texture Begin3dMode(camera) DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture - DrawGrid(10, 1.0) -- Draw a grid + DrawGrid(10, 1.0) -- Draw a grid End3dMode() diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c index 26de4922..51e9c1b3 100644 --- a/examples/shaders_model_shader.c +++ b/examples/shaders_model_shader.c @@ -42,7 +42,7 @@ int main() Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode + SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -52,7 +52,7 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders_model_shader.lua b/examples/shaders_model_shader.lua index d1436a7e..38f0fd30 100644 --- a/examples/shaders_model_shader.lua +++ b/examples/shaders_model_shader.lua @@ -39,9 +39,7 @@ dwarf.material.texDiffuse = texture -- Bind texture to model local position = Vector3(0.0, 0.0, 0.0) -- Set model position -- Setup orbital camera -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- @@ -50,7 +48,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua index f20f31ec..7dfac816 100644 --- a/examples/shaders_postprocessing.lua +++ b/examples/shaders_postprocessing.lua @@ -41,18 +41,16 @@ local shader = LoadShader("resources/shaders/glsl330/base.vs", local target = LoadRenderTexture(screenWidth, screenHeight) -- Setup orbital camera -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop -while not WindowShouldClose() do -- Detect window close button or ESC key +while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua index 2f3700ff..1d4dcfcf 100644 --- a/examples/shaders_standard_lighting.lua +++ b/examples/shaders_standard_lighting.lua @@ -60,18 +60,16 @@ pointLight.diffuse = Color(100, 100, 255, 255) pointLight.radius = 3.0 -- Setup orbital camera -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our camera position -SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop -while not WindowShouldClose() do -- Detect window close button or ESC key +while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - camera = UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/text_bmfont_unordered.c b/examples/text_bmfont_unordered.c new file mode 100644 index 00000000..b29c5f8b --- /dev/null +++ b/examples/text_bmfont_unordered.c @@ -0,0 +1,65 @@ +/******************************************************************************************* +* +* raylib [text] example - BMFont unordered chars loading and drawing +* +* This example has been created using raylib 1.4 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont unordered loading and drawing"); + + // NOTE: Using chars outside the [32..127] limits! + // NOTE: If a character is not found in the font, it just renders a space + const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ"; + + // NOTE: Loaded font has an unordered list of characters (chars in the range 32..255) + SpriteFont font = LoadSpriteFont("resources/fonts/pixantiqua.fnt"); // BMFont (AngelCode) + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update variables here... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Font name: PixAntiqua", 40, 50, 20, GRAY); + DrawText(FormatText("Font base size: %i", font.size), 40, 80, 20, GRAY); + DrawText(FormatText("Font chars number: %i", font.numChars), 40, 110, 20, GRAY); + + DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.size, 0, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadSpriteFont(font); // AngelCode SpriteFont unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/text_bmfont_unordered.lua b/examples/text_bmfont_unordered.lua new file mode 100644 index 00000000..f324ca19 --- /dev/null +++ b/examples/text_bmfont_unordered.lua @@ -0,0 +1,57 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - BMFont unordered chars loading and drawing +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont unordered loading and drawing") + +-- NOTE: Using chars outside the [32..127] limits! +-- NOTE: If a character is not found in the font, it just renders a space +local msg = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ" + +-- NOTE: Loaded font has an unordered list of characters (chars in the range 32..255) +local font = LoadSpriteFont("resources/fonts/pixantiqua.fnt") -- BMFont (AngelCode) + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update variables here... + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("Font name: PixAntiqua", 40, 50, 20, GRAY) + DrawText(string.format("Font base size: %i", font.size), 40, 80, 20, GRAY) + DrawText(string.format("Font chars number: %i", font.numChars), 40, 110, 20, GRAY) + + DrawTextEx(font, msg, Vector2(40, 180), font.size, 0, MAROON) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadSpriteFont(font) -- AngelCode SpriteFont unloading + +CloseWindow() -- Close window and OpenGL context +-------------------------------------------------------------------------------------------
\ No newline at end of file diff --git a/examples/text_bmfont_unordered.png b/examples/text_bmfont_unordered.png Binary files differnew file mode 100644 index 00000000..c6767567 --- /dev/null +++ b/examples/text_bmfont_unordered.png diff --git a/examples/text_ttf_loading.c b/examples/text_ttf_loading.c new file mode 100644 index 00000000..918209dd --- /dev/null +++ b/examples/text_ttf_loading.c @@ -0,0 +1,130 @@ +/******************************************************************************************* +* +* raylib [text] example - TTF loading and usage +* +* This example has been created using raylib 1.3.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading"); + + const char msg[50] = "TTF SpriteFont"; + + // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) + + // TTF SpriteFont loading with custom generation parameters + SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0); + + // Generate mipmap levels to use trilinear filtering + // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR + GenTextureMipmaps(&font.texture); + + float fontSize = font.size; + Vector2 fontPosition = { 40, screenHeight/2 + 50 }; + Vector2 textSize; + + SetTextureFilter(font.texture, FILTER_POINT); + int currentFontFilter = 0; // FILTER_POINT + + int count = 0; + char **droppedFiles; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + fontSize += GetMouseWheelMove()*4.0f; + + // Choose font texture filter method + if (IsKeyPressed(KEY_ONE)) + { + SetTextureFilter(font.texture, FILTER_POINT); + currentFontFilter = 0; + } + else if (IsKeyPressed(KEY_TWO)) + { + SetTextureFilter(font.texture, FILTER_BILINEAR); + currentFontFilter = 1; + } + else if (IsKeyPressed(KEY_THREE)) + { + // NOTE: Trilinear filter won't be noticed on 2D drawing + SetTextureFilter(font.texture, FILTER_TRILINEAR); + currentFontFilter = 2; + } + + textSize = MeasureTextEx(font, msg, fontSize, 0); + + if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10; + else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10; + + // Load a dropped TTF file dynamically (at current fontSize) + if (IsFileDropped()) + { + droppedFiles = GetDroppedFiles(&count); + + if (count == 1) // Only support one ttf file dropped + { + UnloadSpriteFont(font); + font = LoadSpriteFontTTF(droppedFiles[0], fontSize, 0, 0); + ClearDroppedFiles(); + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY); + DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY); + DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY); + DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY); + + DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK); + + // TODO: It seems texSize measurement is not accurate due to chars offsets... + //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED); + + DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY); + DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY); + DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY); + DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY); + + if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK); + else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK); + else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadSpriteFont(font); // SpriteFont unloading + + ClearDroppedFiles(); // Clear internal buffers + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/text_ttf_loading.lua b/examples/text_ttf_loading.lua new file mode 100644 index 00000000..26443212 --- /dev/null +++ b/examples/text_ttf_loading.lua @@ -0,0 +1,118 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - TTF loading and usage +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800; +local screenHeight = 450; + +InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading") + +local msg = "TTF SpriteFont" + +-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) + +-- TTF SpriteFont loading with custom generation parameters +local font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0) + +-- Generate mipmap levels to use trilinear filtering +-- NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR +--font.texture = GenTextureMipmaps(font.texture) -- ISSUE: attempt to index a SpriteFont value (local 'font') + +local fontSize = font.size +local fontPosition = Vector2(40, screenHeight/2 + 50) +local textSize + +SetTextureFilter(font.texture, TextureFilter.POINT) +local currentFontFilter = 0 -- Default: FILTER_POINT + +local count = 0 +local droppedFiles + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + fontSize = fontSize + GetMouseWheelMove()*4.0 + + -- Choose font texture filter method + if (IsKeyPressed(KEY.ONE)) then + SetTextureFilter(font.texture, TextureFilter.POINT) + currentFontFilter = 0 + elseif (IsKeyPressed(KEY.TWO)) then + SetTextureFilter(font.texture, TextureFilter.BILINEAR) + currentFontFilter = 1 + elseif (IsKeyPressed(KEY.THREE)) then + -- NOTE: Trilinear filter won't be noticed on 2D drawing + SetTextureFilter(font.texture, TextureFilter.TRILINEAR) + currentFontFilter = 2 + end + + textSize = MeasureTextEx(font, msg, fontSize, 0) + + if (IsKeyDown(KEY.LEFT)) then fontPosition.x = fontPosition.x - 10 + elseif (IsKeyDown(KEY.RIGHT)) then fontPosition.x = fontPosition.x + 10 + end + + -- Load a dropped TTF file dynamically (at current fontSize) + if (IsFileDropped()) then + droppedFiles = GetDroppedFiles() + count = #droppedFiles + + if (count == 1) then -- Only support one ttf file dropped + UnloadSpriteFont(font) + font = LoadSpriteFontTTF(droppedFiles[1], fontSize, 0, 0) + ClearDroppedFiles() + end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY) + DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY) + DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY) + DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY) + + DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK) + + -- TODO: It seems texSize measurement is not accurate due to chars offsets... + --DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED) + + DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY) + DrawText(string.format("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY) + DrawText(string.format("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY) + DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY) + + if (currentFontFilter == 0) then DrawText("POINT", 570, 400, 20, BLACK) + elseif (currentFontFilter == 1) then DrawText("BILINEAR", 570, 400, 20, BLACK) + elseif (currentFontFilter == 2) then DrawText("TRILINEAR", 570, 400, 20, BLACK) + end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadSpriteFont(font) -- SpriteFont unloading + +ClearDroppedFiles() -- Clear internal buffers + +CloseWindow() -- Close window and OpenGL context +-------------------------------------------------------------------------------------------
\ No newline at end of file diff --git a/examples/text_ttf_loading.png b/examples/text_ttf_loading.png Binary files differnew file mode 100644 index 00000000..29ea263a --- /dev/null +++ b/examples/text_ttf_loading.png |
