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authorRay <raysan5@gmail.com>2016-02-20 01:09:47 +0100
committerRay <raysan5@gmail.com>2016-02-20 01:09:47 +0100
commit4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch)
treed9ee679c3b0bc5d4a20b31930994deb0e4c37948 /templates
parentf582ab06add085594f2579ee6e7d625212abd204 (diff)
parent954ced21a42eb489ad382b4c00406a28778fee41 (diff)
downloadraylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.tar.gz
raylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.zip
Merge pull request #83 from raysan5/develop
Develop branch integration
Diffstat (limited to 'templates')
-rw-r--r--templates/advance_game/makefile15
-rw-r--r--templates/android_project/AndroidManifest.xml2
-rw-r--r--templates/android_project/assets/ambient.oggbin0 -> 2672956 bytes
-rw-r--r--templates/android_project/jni/basic_game.c16
-rw-r--r--templates/android_project/jni/include/raylib.h215
-rw-r--r--templates/android_project/jni/libs/libraylib.abin1449204 -> 1617368 bytes
-rw-r--r--templates/basic_game/makefile17
-rw-r--r--templates/basic_test/makefile19
-rw-r--r--templates/simple_game/makefile17
-rw-r--r--templates/standard_game/makefile17
-rw-r--r--templates/web_shell/shell.html239
11 files changed, 499 insertions, 58 deletions
diff --git a/templates/advance_game/makefile b/templates/advance_game/makefile
index 80e9357c..b6dfc534 100644
--- a/templates/advance_game/makefile
+++ b/templates/advance_game/makefile
@@ -83,7 +83,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
- INCLUDES = -I. -I../../src
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@@ -97,7 +97,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
- LFLAGS = -L. -L../../src
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -115,8 +115,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
- # libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
+ # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+ LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -136,14 +138,15 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- LIBS = ../../src/libraylib.bc
+ # just adjust the correct path to libraylib.bc
+ LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+ WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/templates/android_project/AndroidManifest.xml b/templates/android_project/AndroidManifest.xml
index 8bb0534f..f9f41b33 100644
--- a/templates/android_project/AndroidManifest.xml
+++ b/templates/android_project/AndroidManifest.xml
@@ -23,7 +23,7 @@
android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen" >
<!-- Our activity is the built-in NativeActivity framework class. -->
<activity android:name="android.app.NativeActivity"
- android:configChanges="orientation|keyboardHidden"
+ android:configChanges="orientation|keyboardHidden|screenSize"
android:screenOrientation="landscape"
android:clearTaskOnLaunch="true" >
<!-- android:theme="@android:style/Theme.NoTitleBar.Fullscreen" -->
diff --git a/templates/android_project/assets/ambient.ogg b/templates/android_project/assets/ambient.ogg
new file mode 100644
index 00000000..af7f836e
--- /dev/null
+++ b/templates/android_project/assets/ambient.ogg
Binary files differ
diff --git a/templates/android_project/jni/basic_game.c b/templates/android_project/jni/basic_game.c
index 987599a8..8a0413c3 100644
--- a/templates/android_project/jni/basic_game.c
+++ b/templates/android_project/jni/basic_game.c
@@ -30,7 +30,7 @@ void android_main(struct android_app *app)
const int screenHeight = 450;
GameScreen currentScreen = LOGO;
-
+
InitWindow(screenWidth, screenHeight, app);
// TODO: Initialize all required variables and load all required data here!
@@ -43,7 +43,9 @@ void android_main(struct android_app *app)
int framesCounter = 0; // Used to count frames
- //SetTargetFPS(60); // Not required on Android, already locked to 60 fps
+ PlayMusicStream("ambient.ogg");
+
+ SetTargetFPS(60); // Not required on Android, already locked to 60 fps
//--------------------------------------------------------------------------------------
// Main game loop
@@ -51,6 +53,8 @@ void android_main(struct android_app *app)
{
// Update
//----------------------------------------------------------------------------------
+ UpdateMusicStream();
+
switch(currentScreen)
{
case LOGO:
@@ -70,7 +74,7 @@ void android_main(struct android_app *app)
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
- if (IsScreenTouched())
+ if (GetGestureType() == GESTURE_TAP)
{
PlaySound(fx);
currentScreen = GAMEPLAY;
@@ -81,8 +85,8 @@ void android_main(struct android_app *app)
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
- if (IsScreenTouched())
- {
+ if (GetGestureType() == GESTURE_TAP)
+ {
PlaySound(fx);
currentScreen = ENDING;
}
@@ -92,7 +96,7 @@ void android_main(struct android_app *app)
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
- if (IsScreenTouched())
+ if (GetGestureType() == GESTURE_TAP)
{
PlaySound(fx);
currentScreen = TITLE;
diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h
index b14ae082..72211b59 100644
--- a/templates/android_project/jni/include/raylib.h
+++ b/templates/android_project/jni/include/raylib.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* raylib 1.3.0 (www.raylib.com)
+* raylib 1.4.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@@ -70,7 +70,7 @@
#endif
#if defined(PLATFORM_ANDROID)
- #include <android_native_app_glue.h> // Defines android_app struct
+ typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
//----------------------------------------------------------------------------------
@@ -117,10 +117,53 @@
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
+// Keyboard Alhpa Numeric Keys
+#define KEY_ZERO 48
+#define KEY_ONE 49
+#define KEY_TWO 50
+#define KEY_THREE 51
+#define KEY_FOUR 52
+#define KEY_FIVE 53
+#define KEY_SIX 54
+#define KEY_SEVEN 55
+#define KEY_EIGHT 56
+#define KEY_NINE 57
+#define KEY_A 65
+#define KEY_B 66
+#define KEY_C 67
+#define KEY_D 68
+#define KEY_E 69
+#define KEY_F 70
+#define KEY_G 71
+#define KEY_H 72
+#define KEY_I 73
+#define KEY_J 74
+#define KEY_K 75
+#define KEY_L 76
+#define KEY_M 77
+#define KEY_N 78
+#define KEY_O 79
+#define KEY_P 80
+#define KEY_Q 81
+#define KEY_R 82
+#define KEY_S 83
+#define KEY_T 84
+#define KEY_U 85
+#define KEY_V 86
+#define KEY_W 87
+#define KEY_X 88
+#define KEY_Y 89
+#define KEY_Z 90
+
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
-#define MOUSE_RIGHT_BUTTON 1
-#define MOUSE_MIDDLE_BUTTON 2
+#if defined(PLATFORM_WEB)
+ #define MOUSE_RIGHT_BUTTON 2
+ #define MOUSE_MIDDLE_BUTTON 1
+#else
+ #define MOUSE_RIGHT_BUTTON 1
+ #define MOUSE_MIDDLE_BUTTON 2
+#endif
// Gamepad Number
#define GAMEPAD_PLAYER1 0
@@ -143,6 +186,12 @@
// TODO: Review Xbox360 USB Controller Buttons
+// Android Physic Buttons
+#define ANDROID_BACK 4
+#define ANDROID_MENU 82
+#define ANDROID_VOLUME_UP 24
+#define ANDROID_VOLUME_DOWN 25
+
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
@@ -248,6 +297,8 @@ typedef struct SpriteFont {
int numChars; // Number of characters
int *charValues; // Characters values array
Rectangle *charRecs; // Characters rectangles within the texture
+ Vector2 *charOffsets; // Characters offsets (on drawing)
+ int *charAdvanceX; // Characters x advance (on drawing)
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
@@ -286,7 +337,9 @@ typedef struct Shader {
// Uniforms
int projectionLoc; // Projection matrix uniform location point (vertex shader)
- int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
+ int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
+ int modelLoc; // Model transformation matrix uniform location point (vertex shader)
+ int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
@@ -323,6 +376,26 @@ typedef struct Wave {
short channels;
} Wave;
+// Light type
+typedef struct Light {
+ float position[3];
+ float rotation[3];
+ float intensity[1];
+ float ambientColor[3];
+ float diffuseColor[3];
+ float specularColor[3];
+ float specularIntensity[1];
+} Light;
+
+// Material type
+typedef struct Material {
+ float ambientColor[3];
+ float diffuseColor[3];
+ float specularColor[3];
+ float glossiness[1];
+ float normalDepth[1];
+} Material;
+
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -365,9 +438,58 @@ typedef enum {
GESTURE_PINCH_OUT = 1024
} Gestures;
+typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
+
+// Gesture events
+// NOTE: MAX_TOUCH_POINTS fixed to 4
+typedef struct {
+ int touchAction;
+ int pointCount;
+ int pointerId[4];
+ Vector2 position[4];
+} GestureEvent;
+
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+// Collider types
+typedef enum { RectangleCollider, CircleCollider } ColliderType;
+
+// Physics struct
+typedef struct Physics {
+ bool enabled;
+ bool debug; // Should be used by programmer for testing purposes
+ Vector2 gravity;
+} Physics;
+
+// Transform struct
+typedef struct Transform {
+ Vector2 position;
+ float rotation;
+ Vector2 scale;
+} Transform;
+
+// Rigidbody struct
+typedef struct Rigidbody {
+ bool enabled;
+ float mass;
+ Vector2 acceleration;
+ Vector2 velocity;
+ bool isGrounded;
+ bool isContact; // Avoid freeze player when touching floor
+ bool applyGravity;
+ float friction; // 0.0f to 1.0f
+ float bounciness; // 0.0f to 1.0f
+} Rigidbody;
+
+// Collider struct
+typedef struct Collider {
+ bool enabled;
+ ColliderType type;
+ Rectangle bounds; // Just used for RectangleCollider type
+ int radius; // Just used for CircleCollider type
+} Collider;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -399,6 +521,7 @@ int GetScreenHeight(void); // Get current scree
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
+void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
@@ -423,6 +546,9 @@ bool IsFileDropped(void); // Check if a file h
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
void ClearDroppedFiles(void); // Clear dropped files paths buffer
+void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
+int StorageLoadValue(int position); // Storage load integer value (from defined position)
+
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
@@ -458,22 +584,21 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
-//------------------------------------------------------------------------------------
-// Gestures and Touch Handling Functions (Module: gestures)
-//------------------------------------------------------------------------------------
int GetTouchX(void); // Returns touch position X (relative to screen size)
int GetTouchY(void); // Returns touch position Y (relative to screen size)
Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
+bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
+bool IsButtonDown(int button); // Detect if an android physic button is being pressed
+bool IsButtonReleased(int button); // Detect if an android physic button has been released
-#if defined(PLATFORM_WEB)
-void InitGesturesSystem(void); // Init gestures system (web)
-#elif defined(PLATFORM_ANDROID)
-void InitGesturesSystem(struct android_app *app); // Init gestures system (android)
-#endif
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
void UpdateGestures(void); // Update gestures detected (must be called every frame)
bool IsGestureDetected(void); // Check if a gesture have been detected
int GetGestureType(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
float GetGestureDragIntensity(void); // Get gesture drag intensity
float GetGestureDragAngle(void); // Get gesture drag angle
@@ -540,16 +665,31 @@ Image LoadImageEx(Color *pixels, int width, int height);
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
-Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
+Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
-void ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
-void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format
+void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
+void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
+void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+void ImageFlipVertical(Image *image); // Flip image vertically
+void ImageFlipHorizontal(Image *image); // Flip image horizontally
+void ImageColorTint(Image *image, Color color); // Modify image color: tint
+void ImageColorInvert(Image *image); // Modify image color: invert
+void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
+void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
+void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
@@ -573,6 +713,7 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
+const char *SubText(const char *text, int position, int length); // Get a piece of a text string
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
@@ -607,6 +748,7 @@ void SetModelTexture(Model *model, Texture2D texture);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
+void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
@@ -640,6 +782,47 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
+//----------------------------------------------------------------------------------
+// Lighting System Functions (engine-module: lighting)
+// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
+//----------------------------------------------------------------------------------
+// Lights functions
+void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
+void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
+void SetLightIntensity(Light *light, float intensity); // Set light intensity value
+void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
+void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
+void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
+void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
+
+// Materials functions
+void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
+void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
+void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
+void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
+void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
+
+//----------------------------------------------------------------------------------
+// Physics System Functions (engine-module: physics)
+//----------------------------------------------------------------------------------
+void InitPhysics(void); // Initialize all internal physics values
+void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
+
+void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
+void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
+
+void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
+void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
+void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
+void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
+void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
+void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
+
+void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
+
+Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
+Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
+
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a
index 3e8cce7d..14e10ab7 100644
--- a/templates/android_project/jni/libs/libraylib.a
+++ b/templates/android_project/jni/libs/libraylib.a
Binary files differ
diff --git a/templates/basic_game/makefile b/templates/basic_game/makefile
index 5ce3aa3e..9a52c4eb 100644
--- a/templates/basic_game/makefile
+++ b/templates/basic_game/makefile
@@ -83,7 +83,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
- INCLUDES = -I. -I../../src
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@@ -97,14 +97,14 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
- LFLAGS = -L. -L../../src
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
- # GLEW
+ # GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
@@ -115,8 +115,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
- # libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
+ # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+ LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -136,14 +138,15 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- LIBS = ../../src/libraylib.bc
+ # just adjust the correct path to libraylib.bc
+ LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+ WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/templates/basic_test/makefile b/templates/basic_test/makefile
index cf763628..a0ed2608 100644
--- a/templates/basic_test/makefile
+++ b/templates/basic_test/makefile
@@ -83,7 +83,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
- INCLUDES = -I. -I../../src
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@@ -97,14 +97,14 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
- LFLAGS = -L. -L../../src
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
- # GLEW
+ # GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
@@ -115,11 +115,13 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
- # libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
+ # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+ LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
- # libraries for OS X 10.9 desktop compiling
+ # libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
@@ -136,14 +138,15 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- LIBS = ../../src/libraylib.bc
+ # just adjust the correct path to libraylib.bc
+ LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+ WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/templates/simple_game/makefile b/templates/simple_game/makefile
index 586233a7..30216e5d 100644
--- a/templates/simple_game/makefile
+++ b/templates/simple_game/makefile
@@ -83,7 +83,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
- INCLUDES = -I. -I../../src
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@@ -97,14 +97,14 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
- LFLAGS = -L. -L../../src
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
- # GLEW
+ # GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
@@ -115,8 +115,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
- # libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
+ # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+ LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -136,14 +138,15 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- LIBS = ../../src/libraylib.bc
+ # just adjust the correct path to libraylib.bc
+ LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+ WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/templates/standard_game/makefile b/templates/standard_game/makefile
index cdb42f53..ec847b0e 100644
--- a/templates/standard_game/makefile
+++ b/templates/standard_game/makefile
@@ -83,7 +83,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
- INCLUDES = -I. -I../../src
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@@ -97,14 +97,14 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
- LFLAGS = -L. -L../../src
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
- # GLEW
+ # GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
@@ -115,8 +115,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
- # libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
+ # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+ LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -136,14 +138,15 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- LIBS = ../../src/libraylib.bc
+ # just adjust the correct path to libraylib.bc
+ LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+ WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/templates/web_shell/shell.html b/templates/web_shell/shell.html
new file mode 100644
index 00000000..c154ee7e
--- /dev/null
+++ b/templates/web_shell/shell.html
@@ -0,0 +1,239 @@
+<!doctype html>
+<html lang="en-us">
+ <head>
+ <meta charset="utf-8">
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
+
+ <title>raylib HTML5 GAME</title>
+
+ <meta name="title" content="raylib HTML5 GAME">
+ <meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
+ <meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
+ <meta name="viewport" content="width=device-width">
+
+ <!-- Facebook metatags for sharing -->
+ <meta property="og:title" content="raylib HTML5 GAME">
+ <meta property="og:image:type" content="image/png">
+ <meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
+ <meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
+ <meta property="og:url" content="http://www.raylib.com/games">
+ <meta property="og:site_name" content="raylib.com">
+ <meta property="og:description" content="New hmtl5 videogame, developed using raylib videogames library">
+
+ <meta name="twitter:card" content="summary">
+ <meta name="twitter:site" content="@emegemegames">
+ <meta name="twitter:title" content="raylib HTML5 GAME">
+ <meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
+ <meta name="twitter:image" content="http://www.raylib.com/img/raylib_logo.png">
+ <meta name="twitter:url" content="http://www.raylib.com/img/raylib_logo.png">
+
+ <!--<link rel="stylesheet" href="./Koala Seasons by emegeme_files/main.css">-->
+ <link rel="shortcut icon" href="http://www.raylib.com/favicon.ico">
+
+ <style>
+ body {
+ font-family: arial;
+ margin: 0;
+ padding: none;
+ }
+
+ #header_part {
+ width: 100%;
+ height: 80px;
+ background-color: #888888;
+ }
+
+ #logo {
+ width:64px;
+ height:64px;
+ float:left;
+ position:relative;
+ margin:10px;
+ background-image:url(http://www.raylib.com/img/raylib_logo64x64.png);
+ }
+
+ .emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
+ div.emscripten { text-align: center; }
+ div.emscripten_border { border: 1px solid black; }
+
+ /* the canvas *must not* have any border or padding, or mouse coords will be wrong */
+ canvas.emscripten { border: 0px none; }
+
+ #emscripten_logo {
+ display: inline-block;
+ margin: 0;
+ }
+
+ .spinner {
+ height: 30px;
+ width: 30px;
+ margin: 0;
+ margin-top: 20px;
+ margin-left: 20px;
+ display: inline-block;
+ vertical-align: top;
+ -webkit-animation: rotation .8s linear infinite;
+ -moz-animation: rotation .8s linear infinite;
+ -o-animation: rotation .8s linear infinite;
+ animation: rotation 0.8s linear infinite;
+ border-left: 5px solid black;
+ border-right: 5px solid black;
+ border-bottom: 5px solid black;
+ border-top: 5px solid red;
+
+ border-radius: 100%;
+ background-color: rgb(245, 245, 245);
+ }
+ @-webkit-keyframes rotation {
+ from {-webkit-transform: rotate(0deg);}
+ to {-webkit-transform: rotate(360deg);}
+ }
+ @-moz-keyframes rotation {
+ from {-moz-transform: rotate(0deg);}
+ to {-moz-transform: rotate(360deg);}
+ }
+ @-o-keyframes rotation {
+ from {-o-transform: rotate(0deg);}
+ to {-o-transform: rotate(360deg);}
+ }
+ @keyframes rotation {
+ from {transform: rotate(0deg);}
+ to {transform: rotate(360deg);}
+ }
+
+ #status {
+ display: inline-block;
+ vertical-align: top;
+ margin-top: 30px;
+ margin-left: 20px;
+ font-weight: bold;
+ color: rgb(40, 40, 40);
+ }
+
+ #progress {
+ height: 20px;
+ width: 30px;
+ }
+
+ #controls {
+ display: inline-block;
+ float: right;
+ vertical-align: top;
+ margin-top: 30px;
+ margin-right: 20px;
+ }
+
+ #output {
+ width: 100%;
+ height: 140px;
+ margin: 0 auto;
+ margin-top: 10px;
+ display: block;
+ background-color: black;
+ color: rgb(37, 174, 38);
+ font-family: 'Lucida Console', Monaco, monospace;
+ outline: none;
+ }
+ </style>
+ </head>
+ <body>
+ <div id="header_part">
+ <a id="logo" href="http://www.raylib.com"></a>
+
+ <div class="spinner" id='spinner'></div>
+ <div class="emscripten" id="status">Downloading...</div>
+
+ <span id='controls'>
+ <span><input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false, false)"></span>
+ </span>
+
+ <div class="emscripten">
+ <progress value="0" max="100" id="progress" hidden=1></progress>
+ </div>
+ </div>
+
+ <div class="emscripten_border">
+ <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+ </div>
+
+ <textarea id="output" rows="8"></textarea>
+
+ <script type='text/javascript'>
+ var statusElement = document.getElementById('status');
+ var progressElement = document.getElementById('progress');
+ var spinnerElement = document.getElementById('spinner');
+ var Module = {
+ preRun: [],
+ postRun: [],
+ print: (function() {
+ var element = document.getElementById('output');
+ if (element) element.value = ''; // clear browser cache
+ return function(text) {
+ if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
+ // These replacements are necessary if you render to raw HTML
+ //text = text.replace(/&/g, "&amp;");
+ //text = text.replace(/</g, "&lt;");
+ //text = text.replace(/>/g, "&gt;");
+ //text = text.replace('\n', '<br>', 'g');
+ console.log(text);
+ if (element) {
+ element.value += text + "\n";
+ element.scrollTop = element.scrollHeight; // focus on bottom
+ }
+ };
+ })(),
+ printErr: function(text) {
+ if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
+ if (0) { // XXX disabled for safety typeof dump == 'function') {
+ dump(text + '\n'); // fast, straight to the real console
+ } else {
+ console.error(text);
+ }
+ },
+ canvas: (function() {
+ var canvas = document.getElementById('canvas');
+ // As a default initial behavior, pop up an alert when webgl context is lost. To make your
+ // application robust, you may want to override this behavior before shipping!
+ // See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
+ canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
+ return canvas;
+ })(),
+ setStatus: function(text) {
+ if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
+ if (text === Module.setStatus.text) return;
+ var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
+ var now = Date.now();
+ if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
+ if (m) {
+ text = m[1];
+ progressElement.value = parseInt(m[2])*100;
+ progressElement.max = parseInt(m[4])*100;
+ progressElement.hidden = false;
+ spinnerElement.hidden = false;
+ } else {
+ progressElement.value = null;
+ progressElement.max = null;
+ progressElement.hidden = true;
+ if (!text) spinnerElement.style.display = 'none';
+ }
+ statusElement.innerHTML = text;
+ },
+ totalDependencies: 0,
+ monitorRunDependencies: function(left) {
+ this.totalDependencies = Math.max(this.totalDependencies, left);
+ Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
+ }
+ };
+ Module.setStatus('Downloading...');
+ window.onerror = function(event) {
+ // TODO: do not warn on ok events like simulating an infinite loop or exitStatus
+ Module.setStatus('Exception thrown, see JavaScript console');
+ spinnerElement.style.display = 'none';
+ Module.setStatus = function(text) {
+ if (text) Module.printErr('[post-exception status] ' + text);
+ };
+ };
+ </script>
+ {{{ SCRIPT }}}
+ </body>
+</html> \ No newline at end of file