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2019-05-07Review CMake option flagsRay
2019-05-07NO SUPPORT_BUSY_WAIT_LOOP by defaultRay
2019-05-07Add comment tweakRay
2019-05-06Update issue templatesRay
2019-05-06Update issue templatesRay
2019-05-06Remove broken example: standard_lightingRay
2019-05-06Move bunnymark example to another moduleRay
2019-05-06Update text_unicode.cRay
2019-05-06Review example formattingRay
2019-05-06Corrected issue with wrong text measuringRay
2019-05-06Avoid warnings pre-evaluating valuesRay
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06Avoid warnings pre-evaluating valuesRay
Variable operations inside the functions should be evaluated before the function operations.
2019-05-06Example reviewRay
2019-05-04Revert "CMake: make unsequenced modifications an error"Ahmad Fatoum
This reverts commit 23c1c0bdb270181c9e176cc67d64d0d03cced356. Because add_if_flag_compiles apparently allows unsequenced even if the compiler doesn't support it..
2019-05-04CMake: make unsequenced modifications an errorAhmad Fatoum
They not only result in discrepancies between different compiler, but trigger undefined behavior. Avoid them by having them break the CMake build and CI.
2019-05-04examples: CMake: warn once only about macOS OpenGL deprecationAhmad Fatoum
Otherwise compiling rlgl is too spammy. While at it remove the now unneeded CheckIncludeFiles.
2019-05-04CMake: don't use system GLFW headers if using built-in GLFWAhmad Fatoum
This fixes the current CI failure.
2019-05-04Travis CI: build, don't download, external GLFWAhmad Fatoum
CI is failing because we still test with GLFW 3.2, while the internal GLFW is 3.3. To avoid such breakages in future, build and install our own GLFW instead of relying on an external Debian package.
2019-05-04external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}Ahmad Fatoum
We were doing this before, but it was deleted during the last GLFW update. Readd it to fix the associated macOS CI failure. Fixes: cd934c9f6 ("Update GLFW to 3.3.1")
2019-05-04examples: CMake: don't build core_loading_thread if no pthreadsAhmad Fatoum
The example requires pthreads and now C11 <stdatomic.h>, thus skip it if either isn't available. This also fixes the current Travis CI build failure for the Windows configuration.
2019-05-04examples: core_loading_thread: fix race conditionAhmad Fatoum
A plain variable is insuffecient for inter-thread communication. Both the compiler and the processor may reorder accesses. The compiler could even cache dataLoaded with the result that STATE_FINISHED becomes unreachable. Fix this by using C11 atomic_bool, which guarantees sequential consistency. This fixes #827.
2019-05-04examples: core_loading_thread: use symbolic names for state machine statesAhmad Fatoum
And while at it, use a switch clause to make the state machine structure clearer.
2019-05-03Renamed exampleRay
2019-05-03Create examples_template.cRay
2019-05-03Batch of 9 new shapes examples!Ray
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included: - shapes_bouncing_ball - shapes_collision_area - shapes_following_eyes - shapes_draw_circle_sector (requires raygui.h) - shapes_draw_rectangle_rounded (requires raygui.h) - shapes_draw_ring (requires raygui.h) - shapes_easings_ball_anim (requires easings.h) - shapes_easings_box_anim (requires easings.h) - shapes_easings_rectangle_array (requires easings.h)
2019-05-03new example: textures_sprite_explosionRay
2019-05-03Some minor commentsRay
2019-05-03Force HighDPI on macOSRay
2019-05-03Merge pull request #824 from kawa-yoiko/highdpi-cmakeoptRay
Add SUPPORT_HIGH_DPI to CMakeOptions.txt
2019-05-03Add SUPPORT_HIGH_DPI to CMakeOptions.txtShiqing
2019-05-02Update models_first_person_maze.cRay
2019-05-02Added missing includeRay
2019-05-02new example: textures_sprite_buttonRay
2019-05-02new example: core_loading_threadRay
Data loading in a second thread with progress bar in main thread
2019-05-02example review: models_first_person_mazeRay
Added walls collision check
2019-05-02Work on touch_as_mouse input -WIP-Ray
2019-05-02Update MakefileRay
2019-05-02Merge pull request #823 from Narice/masterRay
Defined PI (#822)
2019-05-01Added guards to PI defineNarice
Added guards to not redefine it if the user is using it with raylib.h also added an 'f' at the end of the define to keep compliant with raylib's PI define
2019-05-01Defined PI (#822)Narice
PI is not always defined in math.h, thus it must be defined in this header
2019-05-01Corrected issue with texture renderingRay
Not sure if already corrected...
2019-05-01WARNING: Support high DPI displaysRay
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default). Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that. This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor). The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference. Use at your own risk.
2019-04-28Minor tweaksraysan5
2019-04-28Review formatting to follow raylib styleraysan5
2019-04-28Merge pull request #821 from NerdThings/gamepad-reworkRay
Gamepad Rework
2019-04-28Fix webReece Mackie
2019-04-28Damn, made a mistakeReece Mackie
2019-04-28Update gamepad example to use new enumsReece Mackie
2019-04-28This is dumb...Reece Mackie
2019-04-28Why does visual studio keep using tabs!!!Reece Mackie