Browse Source

Code cleaning, removed useless spaces

pull/3/head
raysan5 10 years ago
parent
commit
51688c004c
30 changed files with 395 additions and 395 deletions
  1. +18
    -18
      examples/audio_music_stream.c
  2. +11
    -11
      examples/audio_sound_loading.c
  3. +10
    -10
      examples/core_3d_mode.c
  4. +7
    -7
      examples/core_basic_window.c
  5. +17
    -17
      examples/core_color_select.c
  6. +11
    -11
      examples/core_input_gamepad.c
  7. +11
    -11
      examples/core_input_keys.c
  8. +12
    -12
      examples/core_input_mouse.c
  9. +10
    -10
      examples/core_mouse_wheel.c
  10. +10
    -10
      examples/core_random_values.c
  11. +12
    -12
      examples/models_billboard.c
  12. +17
    -17
      examples/models_cubesmap.c
  13. +14
    -14
      examples/models_geometric_shapes.c
  14. +14
    -14
      examples/models_heightmap.c
  15. +12
    -12
      examples/models_obj_loading.c
  16. +9
    -9
      examples/models_planes.c
  17. +12
    -12
      examples/shapes_basic_shapes.c
  18. +11
    -11
      examples/shapes_colors_palette.c
  19. +8
    -8
      examples/shapes_logo_raylib.c
  20. +27
    -27
      examples/shapes_logo_raylib_anim.c
  21. +34
    -34
      examples/text_font_select.c
  22. +12
    -12
      examples/text_format_text.c
  23. +14
    -14
      examples/text_rbmf_fonts.c
  24. +15
    -15
      examples/text_sprite_fonts.c
  25. +12
    -12
      examples/textures_compressed_dds.c
  26. +10
    -10
      examples/textures_image_loading.c
  27. +12
    -12
      examples/textures_logo_raylib.c
  28. +9
    -9
      examples/textures_mipmaps.c
  29. +14
    -14
      examples/textures_rectangle.c
  30. +10
    -10
      examples/textures_srcrec_dstrec.c

+ 18
- 18
examples/audio_music_stream.c View File

@ -19,59 +19,59 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
float volume = 1.0;
float timePlayed = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Testing music fading from one file to another
/*
if (framesCounter > 600) // Wait for 10 seconds (600 frames)
{
volume -= 0.01; // Decrement music volume level
// When music volume level equal or lower than 0,
// When music volume level equal or lower than 0,
// restore volume level and init another music file
if (volume <= 0)
if (volume <= 0)
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream("resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
}
*/
timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4; // We scale by 4 to fit 400 pixels
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -79,9 +79,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 11
- 11
examples/audio_sound_loading.c View File

@ -19,15 +19,15 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -37,17 +37,17 @@ int main()
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -56,11 +56,11 @@ int main()
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 10
- 10
examples/core_3d_mode.c View File

@ -27,7 +27,7 @@ int main()
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -35,26 +35,26 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawGrid(10.0, 1.0);
End3dMode();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -63,6 +63,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 7
- 7
examples/core_basic_window.c View File

@ -17,10 +17,10 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -28,15 +28,15 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -45,6 +45,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 17
- 17
examples/core_color_select.c View File

@ -19,13 +19,13 @@ int main()
int screenHeight = 400;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle colorsRecs[21]; // Rectangles array
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++)
{
@ -34,43 +34,43 @@ int main()
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
bool selected[21] = { false }; // Selected rectangles indicator
Vector2 mousePoint;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{
{
colors[i].a = 120;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
}
else colors[i].a = 255;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < 21; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle
if (selected[i])
{
@ -80,15 +80,15 @@ int main()
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 11
- 11
examples/core_input_gamepad.c View File

@ -20,15 +20,15 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 gamepadMovement = { 0, 0 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -37,10 +37,10 @@ int main()
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMovement.y;
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
ballPosition.x = screenWidth/2;
@ -48,17 +48,17 @@ int main()
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -67,6 +67,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 11
- 11
examples/core_input_keys.c View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Keyboard input
* raylib [core] example - Keyboard input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -12,19 +12,19 @@
#include "raylib.h"
int main()
{
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -35,17 +35,17 @@ int main()
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -54,6 +54,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/core_input_mouse.c View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Mouse input
* raylib [core] example - Mouse input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -17,13 +17,13 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
int mouseX, mouseY;
Vector2 ballPosition = { -100.0, -100.0 };
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -33,22 +33,22 @@ int main()
{
mouseX = GetMouseX();
mouseY = GetMouseY();
ballPosition.x = (float)mouseX;
ballPosition.y = (float)mouseY;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, GOLD);
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -57,6 +57,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 10
- 10
examples/core_mouse_wheel.c View File

@ -17,15 +17,15 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -33,16 +33,16 @@ int main()
//----------------------------------------------------------------------------------
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing();
@ -53,6 +53,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 10
- 10
examples/core_random_values.c View File

@ -18,40 +18,40 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
{
randValue = GetRandomValue(-8,5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -60,6 +60,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/models_billboard.c View File

@ -19,7 +19,7 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
@ -29,7 +29,7 @@ int main()
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -40,24 +40,24 @@ int main()
if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
//DrawBillboard(camera, lena, billPosition, 1.0, WHITE);
DrawBillboardRec(camera, lena, eyesRec, billPosition, 4.0, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -65,9 +65,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(lena); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 17
- 17
examples/models_cubesmap.c View File

@ -19,10 +19,10 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 7.0, 7.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Image img = LoadImage("resources/cubesmap.png"); // Load cubesmap image (RAM)
Texture2D texture = CreateTexture(img, false); // Convert image to texture (VRAM)
Model map = LoadCubesmap(img); // Load cubesmap model
@ -30,10 +30,10 @@ int main()
Vector3 mapPosition = { -1, 0.0, -1 }; // Set model position
UnloadImage(img); // Unload cubesmap image from RAM, already uploaded to VRAM
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -41,29 +41,29 @@ int main()
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_UP)) camera.position.y += 0.2f;
else if (IsKeyDown(KEY_DOWN)) camera.position.y -= 0.2f;
if (IsKeyDown(KEY_RIGHT)) camera.position.z += 0.2f;
else if (IsKeyDown(KEY_LEFT)) camera.position.z -= 0.2f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(map, mapPosition, 1.0f, MAROON);
DrawGrid(10.0, 1.0);
DrawGizmo(mapPosition);
DrawGizmo(mapPosition);
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -72,9 +72,9 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 14
- 14
examples/models_geometric_shapes.c View File

@ -22,10 +22,10 @@ int main()
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -33,35 +33,35 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
DrawGrid(10.0, 1.0); // Draw a grid
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -70,6 +70,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 14
- 14
examples/models_heightmap.c View File

@ -30,10 +30,10 @@ int main()
Vector3 mapPosition = { -4, 0.0, -4 }; // Set model position
UnloadImage(img); // Unload heightmap image from RAM, already uploaded to VRAM
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -41,25 +41,25 @@ int main()
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(map, mapPosition, 0.5f, MAROON);
DrawGrid(10.0, 1.0);
DrawGizmo(mapPosition);
DrawGizmo(mapPosition);
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -68,9 +68,9 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/models_obj_loading.c View File

@ -28,9 +28,9 @@ int main()
SetModelTexture(&cat, texture); // Bind texture to model
Vector3 catPosition = { 0.0, 0.0, 0.0 }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -41,25 +41,25 @@ int main()
if (IsKeyDown(KEY_UP)) catPosition.z -= 0.2;
if (IsKeyDown(KEY_DOWN)) catPosition.z += 0.2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(cat, catPosition, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGizmo(catPosition); // Draw gizmo
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -68,9 +68,9 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(cat); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 9
- 9
examples/models_planes.c View File

@ -25,7 +25,7 @@ int main()
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -33,24 +33,24 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, (Vector3){ 0, 45, 0 }, RED);
//DrawPlaneEx((Vector3){ 0, 8, 0 }, (Vector2){ 2, 1 }, (Vector3){ 0, 0, 0 }, 4, 4, SKYBLUE);
DrawGrid(10.0, 1.0);
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -59,6 +59,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/shapes_basic_shapes.c View File

@ -20,7 +20,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -28,13 +28,13 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
@ -47,16 +47,16 @@ int main()
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE);
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -65,6 +65,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 11
- 11
examples/shapes_colors_palette.c View File

@ -17,10 +17,10 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib colors palette");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -28,15 +28,15 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("raylib color palette", 28, 42, 20, BLACK);
DrawRectangle(26, 80, 100, 100, DARKGRAY);
DrawRectangle(26, 188, 100, 100, GRAY);
DrawRectangle(26, 296, 100, 100, LIGHTGRAY);
@ -59,7 +59,7 @@ int main()
DrawRectangle(674, 188, 100, 100, BROWN);
DrawRectangle(674, 296, 100, 100, BEIGE);
DrawText("DARKGRAY", 65, 166, 10, BLACK);
DrawText("GRAY", 93, 274, 10, BLACK);
DrawText("LIGHTGRAY", 61, 382, 10, BLACK);
@ -81,7 +81,7 @@ int main()
DrawText("DARKBROWN", 705, 166, 10, BLACK);
DrawText("BROWN", 733, 274, 10, BLACK);
DrawText("BEIGE", 737, 382, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -90,6 +90,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

+ 8
- 8
examples/shapes_logo_raylib.c View File

@ -17,10 +17,10 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -28,19 +28,19 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -49,6 +49,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 27
- 27
examples/shapes_logo_raylib_anim.c View File

@ -17,31 +17,31 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
char raylib[8] = " \0"; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0; // Useful for fading
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -50,9 +50,9 @@ int main()
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 120)
{
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
@ -61,26 +61,26 @@ int main()
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/12) // Every 12 frames, one more letter!
{
{
lettersCount++;
framesCounter = 0;
}
switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
@ -91,11 +91,11 @@ int main()
case 6: raylib[5] = 'b'; break;
default: break;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02;
if (alpha <= 0)
{
alpha = 0;
@ -109,13 +109,13 @@ int main()
{
framesCounter = 0;
lettersCount = 0;
topSideRecWidth = 16;
leftSideRecHeight = 16;
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
for (int i = 0; i < 7; i++) raylib[i] = ' ';
raylib[7] = '\0'; // Last character is end-of-line
@ -126,13 +126,13 @@ int main()
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (state == 0)
{
if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
@ -146,7 +146,7 @@ int main()
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
@ -166,7 +166,7 @@ int main()
{
DrawText("[R] REPLAY", 340, 200, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -175,6 +175,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 34
- 34
examples/text_font_select.c View File

@ -19,10 +19,10 @@ int main()
int screenHeight = 150;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[8]; // SpriteFont array
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
@ -31,50 +31,50 @@ int main()
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
int currentFont = 0; // Selected font
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
"[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };
const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
Vector2 textSize = MeasureTextEx(fonts[currentFont], text, GetFontBaseSize(fonts[currentFont])*3, 1);
Vector2 mousePoint;
Rectangle btnNextRec = { 673, 18, 109, 44 }; // Button rectangle (useful for collision)
Color btnNextOutColor = DARKBLUE; // Button color (outside line)
Color btnNextInColor = SKYBLUE; // Button color (inside)
int framesCounter = 0; // Useful to count frames button is 'active' = clicked
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Keyboard-based font selection (easy)
if (IsKeyPressed(KEY_RIGHT))
{
if (currentFont < 7) currentFont++;
}
if (IsKeyPressed(KEY_LEFT))
{
if (currentFont > 0) currentFont--;
}
// Mouse-based font selection (NEXT button logic)
mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, btnNextRec))
{
// Mouse hover button logic
@ -83,7 +83,7 @@ int main()
btnNextOutColor = DARKPURPLE;
btnNextInColor = PURPLE;
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
framesCounter = 20; // Frames button is 'active'
@ -97,38 +97,38 @@ int main()
btnNextOutColor = DARKBLUE;
btnNextInColor = SKYBLUE;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && (framesCounter > 0)) framesCounter--;
if (framesCounter == 1) // We change font on frame 1
{
{
currentFont++;
if (currentFont > 7) currentFont = 0;
}
// Text measurement for better positioning on screen
textSize = MeasureTextEx(fonts[currentFont], text, GetFontBaseSize(fonts[currentFont])*3, 1);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(18, 18, 644, 44, DARKGRAY);
DrawRectangle(20, 20, 640, 40, LIGHTGRAY);
DrawText(fontNames[currentFont], 30, 31, 20, BLACK);
DrawText("< >", 610, 26, 30, BLACK);
DrawRectangleRec(btnNextRec, btnNextOutColor);
DrawRectangle(675, 20, 105, 40, btnNextInColor);
DrawText("NEXT", 700, 31, 20, btnNextOutColor);
DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
75 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3,
1, colors[currentFont]);
DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
75 + (70 - textSize.y)/2 }, GetFontBaseSize(fonts[currentFont])*3,
1, colors[currentFont]);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -136,9 +136,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/text_format_text.c View File

@ -17,16 +17,16 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
int score = 100020;
int hiscore = 200450;
int lives = 5;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -34,21 +34,21 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("Score: %08i", score), 200, 80, 20, RED);
DrawText(FormatText("HiScore: %08i", hiscore), 200, 120, 20, GREEN);
DrawText(FormatText("Lives: %02i", lives), 200, 160, 40, BLUE);
DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -57,6 +57,6 @@ int main()
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 14
- 14
examples/text_rbmf_fonts.c View File

@ -22,7 +22,7 @@ int main()
int screenHeight = 800;
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
@ -33,7 +33,7 @@ int main()
SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -41,22 +41,22 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(font1, "TESTING ALAGARD FONT", (Vector2){ 100, 100 }, GetFontBaseSize(font1)*2, 2, MAROON);
DrawTextEx(font2, "TESTING PIXELPLAY FONT", (Vector2){ 100, 180 }, GetFontBaseSize(font2)*2, 4, ORANGE);
DrawTextEx(font3, "TESTING MECHA FONT", (Vector2){ 100, 260 }, GetFontBaseSize(font3)*2, 8, DARKGREEN);
DrawTextEx(font4, "TESTING SETBACK FONT", (Vector2){ 100, 350 }, GetFontBaseSize(font4)*2, 4, DARKBLUE);
DrawTextEx(font2, "TESTING PIXELPLAY FONT", (Vector2){ 100, 180 }, GetFontBaseSize(font2)*2, 4, ORANGE);
DrawTextEx(font3, "TESTING MECHA FONT", (Vector2){ 100, 260 }, GetFontBaseSize(font3)*2, 8, DARKGREEN);
DrawTextEx(font4, "TESTING SETBACK FONT", (Vector2){ 100, 350 }, GetFontBaseSize(font4)*2, 4, DARKBLUE);
DrawTextEx(font5, "TESTING ROMULUS FONT", (Vector2){ 100, 430 }, GetFontBaseSize(font5)*2, 3, DARKPURPLE);
DrawTextEx(font6, "TESTING PIXANTIQUA FONT", (Vector2){ 100, 510 }, GetFontBaseSize(font6)*2, 4, LIME);
DrawTextEx(font7, "TESTING ALPHA_BETA FONT", (Vector2){ 100, 590 }, GetFontBaseSize(font7)*2, 4, GOLD);
DrawTextEx(font8, "TESTING JUPITER_CRASH FONT", (Vector2){ 100, 660 }, GetFontBaseSize(font8)*2, 1, RED);
DrawTextEx(font6, "TESTING PIXANTIQUA FONT", (Vector2){ 100, 510 }, GetFontBaseSize(font6)*2, 4, LIME);
DrawTextEx(font7, "TESTING ALPHA_BETA FONT", (Vector2){ 100, 590 }, GetFontBaseSize(font7)*2, 4, GOLD);
DrawTextEx(font8, "TESTING JUPITER_CRASH FONT", (Vector2){ 100, 660 }, GetFontBaseSize(font8)*2, 1, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -71,9 +71,9 @@ int main()
UnloadSpriteFont(font6); // SpriteFont unloading
UnloadSpriteFont(font7); // SpriteFont unloading
UnloadSpriteFont(font8); // SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 15
- 15
examples/text_sprite_fonts.c View File

@ -19,7 +19,7 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
const char msg1[50] = "THIS IS A custom SPRITE FONT...";
const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
const char msg3[50] = "...and a THIRD one! GREAT! :D";
@ -28,20 +28,20 @@ int main()
SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading
SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading
SpriteFont font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png"); // SpriteFont loading
Vector2 fontPosition1, fontPosition2, fontPosition3;
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, GetFontBaseSize(font1), -3).x/2;
fontPosition1.y = screenHeight/2 - GetFontBaseSize(font1)/2 - 80;
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, GetFontBaseSize(font2), -2).x/2;
fontPosition2.y = screenHeight/2 - GetFontBaseSize(font2)/2 - 10;
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, GetFontBaseSize(font3), 2).x/2;
fontPosition3.y = screenHeight/2 - GetFontBaseSize(font3)/2 + 50;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -49,17 +49,17 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(font1, msg1, fontPosition1, GetFontBaseSize(font1), -3, WHITE);
DrawTextEx(font2, msg2, fontPosition2, GetFontBaseSize(font2), -2, WHITE);
DrawTextEx(font3, msg3, fontPosition3, GetFontBaseSize(font3), 2, WHITE);
DrawTextEx(font2, msg2, fontPosition2, GetFontBaseSize(font2), -2, WHITE);
DrawTextEx(font3, msg3, fontPosition3, GetFontBaseSize(font3), 2, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -69,9 +69,9 @@ int main()
UnloadSpriteFont(font1); // SpriteFont unloading
UnloadSpriteFont(font2); // SpriteFont unloading
UnloadSpriteFont(font3); // SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/textures_compressed_dds.c View File

@ -2,7 +2,7 @@
*
* raylib [textures] example - DDS Texture loading and drawing (compressed and uncompressed)
*
* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture,
* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture,
* OpenGL 1.1 does not support compressed textures, only uncompressed version.
*
* This example has been created using raylib 1.2 (www.raylib.com)
@ -15,21 +15,21 @@
#include "raylib.h"
int main()
{
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
//Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading (uncompressed)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -37,18 +37,18 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this may be a compressed texture!", 320, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -56,9 +56,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 10
- 10
examples/textures_image_loading.c View File

@ -14,14 +14,14 @@
#include "raylib.h"
int main()
{
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image img = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
@ -29,7 +29,7 @@ int main()
UnloadImage(img); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -37,17 +37,17 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -55,9 +55,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 12
- 12
examples/textures_logo_raylib.c View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture loading and drawing
* raylib [textures] example - Texture loading and drawing
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -12,18 +12,18 @@
#include "raylib.h"
int main()
{
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -31,18 +31,18 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2,
DrawTexture(texture, screenWidth/2 - texture.width/2,
screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -50,9 +50,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 9
- 9
examples/textures_mipmaps.c View File

@ -31,7 +31,7 @@ int main()
UnloadImage(image); // Once texture has been created, we can unload image data from RAM
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -39,18 +39,18 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2,
DrawTexture(texture, screenWidth/2 - texture.width/2,
screenHeight/2 - texture.height/2 - 30, WHITE);
DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -58,9 +58,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 14
- 14
examples/textures_rectangle.c View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture loading and drawing a part defined by a rectangle
* raylib [textures] example - Texture loading and drawing a part defined by a rectangle
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -19,18 +19,18 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
const char textLine1[] = "Lena image is a standard test image which has been in use since 1973.";
const char textLine2[] = "It comprises 512x512 pixels, and it is probably the most widely used";
const char textLine3[] = "test image for all sorts of image processing algorithms.";
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/lena.png"); // Texture loading
Rectangle eyesRec = { 225, 240, 155, 50 }; // Part of the texture to draw
Vector2 position = { 369, 241 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -38,23 +38,23 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("LENA", 220, 100, 20, PINK);
DrawTexture(texture, screenWidth/2 - 256, 0, Fade(WHITE, 0.1f)); // Draw background image
DrawTextureRec(texture, eyesRec, position, WHITE); // Draw eyes part of image
DrawText(textLine1, 220, 140, 10, DARKGRAY);
DrawText(textLine2, 220, 160, 10, DARKGRAY);
DrawText(textLine3, 220, 180, 10, DARKGRAY);
DrawText(textLine2, 220, 160, 10, DARKGRAY);
DrawText(textLine3, 220, 180, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -62,9 +62,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 10
- 10
examples/textures_srcrec_dstrec.c View File

@ -19,11 +19,11 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
// NOTE: Source rectangle (part of the texture to use for drawing)
// NOTE: Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 128, 128, 128, 128 };
// NOTE: Destination rectangle (screen rectangle where drawing part of texture)
@ -32,7 +32,7 @@ int main()
// NOTE: Origin of the texture in case of rotation, it's relative to destination rectangle size
Vector2 origin = { 128, 128 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -40,19 +40,19 @@ int main()
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
DrawTexturePro(texture, sourceRec, destRec, origin, 45, LIGHTGRAY);
DrawLine(destRec.x, 0, destRec.x, screenHeight, RED);
DrawLine(0, destRec.y, screenWidth, destRec.y, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -60,9 +60,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Loading…
Cancel
Save