aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2019-06-06 23:52:53 +0200
committerRay <raysan5@gmail.com>2019-06-06 23:52:53 +0200
commitdee602464bcf17d6be6e0bbe215ed79140d11a8f (patch)
treed04d625a5cd54760f4f3bae0faea46cadb5d853e /src
parentbaf225dc01250bb5c2918b854c24c6e45ccdea4d (diff)
parente1f3f84e84c3f3b8cb831791b8400e50340e4064 (diff)
downloadraylib-dee602464bcf17d6be6e0bbe215ed79140d11a8f.tar.gz
raylib-dee602464bcf17d6be6e0bbe215ed79140d11a8f.zip
Merge branch 'master' of https://github.com/raysan5/raylib
Diffstat (limited to 'src')
-rw-r--r--src/CMakeLists.txt2
-rw-r--r--src/Makefile2
-rw-r--r--src/camera.h29
-rw-r--r--src/core.c6
-rw-r--r--src/raylib.h2
-rw-r--r--src/rlgl.h4
6 files changed, 23 insertions, 22 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 879ac220..9e381493 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -4,7 +4,7 @@ include(GNUInstallDirs)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../cmake")
set(PROJECT_VERSION 2.5.0)
-set(API_VERSION 2)
+set(API_VERSION 251)
include("CMakeOptions.txt")
include(BuildType)
diff --git a/src/Makefile b/src/Makefile
index a2db4e73..f3f473f0 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -43,7 +43,7 @@
# Define required raylib variables
RAYLIB_VERSION = 2.5.0
-RAYLIB_API_VERSION = 2
+RAYLIB_API_VERSION = 251
# See below for alternatives.
RAYLIB_PATH = ..
diff --git a/src/camera.h b/src/camera.h
index 18e1e4b7..a933447d 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -317,7 +317,7 @@ void UpdateCamera(Camera *camera)
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
- // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
+ // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
@@ -338,7 +338,7 @@ void UpdateCamera(Camera *camera)
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
- // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
+ // TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
@@ -410,7 +410,7 @@ void UpdateCamera(Camera *camera)
} break;
case CAMERA_FIRST_PERSON:
- {
+ {
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
@@ -432,7 +432,7 @@ void UpdateCamera(Camera *camera)
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
-
+
// Angle clamp
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
@@ -441,7 +441,7 @@ void UpdateCamera(Camera *camera)
camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
-
+
if (isMoving) swingCounter++;
// Camera position update
@@ -469,15 +469,11 @@ void UpdateCamera(Camera *camera)
sinf(cameraAngle.x)*direction[MOVE_LEFT] -
sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
- bool isMoving = false; // Required for swinging
-
- for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
-
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
- // Angle clamp
+ // Angle clamp
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
@@ -487,14 +483,15 @@ void UpdateCamera(Camera *camera)
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
- // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
- camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
- if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
- camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+ // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
+ camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
+ if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
+ else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
+ camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
+
} break;
default: break;
- }
+ }
}
// Set camera pan key to combine with mouse movement (free camera)
diff --git a/src/core.c b/src/core.c
index 26a8b2a4..45539d24 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2470,7 +2470,11 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); // Alternative: GLFW_EGL_CONTEXT_API (ANGLE)
+#if defined(PLATFORM_DESKTOP)
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+#else
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+#endif
}
if (fullscreen)
diff --git a/src/raylib.h b/src/raylib.h
index 21202f18..9ce2e079 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1304,7 +1304,7 @@ RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
+RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
diff --git a/src/rlgl.h b/src/rlgl.h
index 639a107e..10d21fcc 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -525,7 +525,7 @@ RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
+RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
@@ -3137,7 +3137,7 @@ void SetMatrixModelview(Matrix view)
}
// Return internal modelview matrix
-Matrix GetMatrixModelview()
+Matrix GetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)