diff options
| author | Ray <raysan5@gmail.com> | 2016-02-20 01:09:47 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-02-20 01:09:47 +0100 |
| commit | 4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch) | |
| tree | d9ee679c3b0bc5d4a20b31930994deb0e4c37948 /templates | |
| parent | f582ab06add085594f2579ee6e7d625212abd204 (diff) | |
| parent | 954ced21a42eb489ad382b4c00406a28778fee41 (diff) | |
| download | raylib-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/makefile | 15 | ||||
| -rw-r--r-- | templates/android_project/AndroidManifest.xml | 2 | ||||
| -rw-r--r-- | templates/android_project/assets/ambient.ogg | bin | 0 -> 2672956 bytes | |||
| -rw-r--r-- | templates/android_project/jni/basic_game.c | 16 | ||||
| -rw-r--r-- | templates/android_project/jni/include/raylib.h | 215 | ||||
| -rw-r--r-- | templates/android_project/jni/libs/libraylib.a | bin | 1449204 -> 1617368 bytes | |||
| -rw-r--r-- | templates/basic_game/makefile | 17 | ||||
| -rw-r--r-- | templates/basic_test/makefile | 19 | ||||
| -rw-r--r-- | templates/simple_game/makefile | 17 | ||||
| -rw-r--r-- | templates/standard_game/makefile | 17 | ||||
| -rw-r--r-- | templates/web_shell/shell.html | 239 |
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 Binary files differnew file mode 100644 index 00000000..af7f836e --- /dev/null +++ b/templates/android_project/assets/ambient.ogg 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 Binary files differindex 3e8cce7d..14e10ab7 100644 --- a/templates/android_project/jni/libs/libraylib.a +++ b/templates/android_project/jni/libs/libraylib.a 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, "&"); + //text = text.replace(/</g, "<"); + //text = text.replace(/>/g, ">"); + //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 |
