diff --git a/.gitignore b/.gitignore index 75d21c92..bb9a58c3 100644 --- a/.gitignore +++ b/.gitignore @@ -12,14 +12,12 @@ src/vector3.o src/stb_image.o src/*.exe examples/*.o -examples/*.exe # Ignore thumbnails created by windows Thumbs.db # Ignore files build by Visual Studio *.obj -*.exe *.pdb *.aps *.vcproj.*.user @@ -44,7 +42,6 @@ Thumbs.db *.sbr *.sdf obj/ -[Rr]elease/ [Rr]elease.win32/ _ReSharper*/ [Tt]est[Rr]esult* diff --git a/examples/ex01_basic_window.exe b/examples/ex01_basic_window.exe new file mode 100644 index 00000000..03686445 Binary files /dev/null and b/examples/ex01_basic_window.exe differ diff --git a/examples/ex02a_logo_raylib.exe b/examples/ex02a_logo_raylib.exe new file mode 100644 index 00000000..d40c04a4 Binary files /dev/null and b/examples/ex02a_logo_raylib.exe differ diff --git a/examples/ex02c_color_palette.exe b/examples/ex02c_color_palette.exe new file mode 100644 index 00000000..537d32d7 Binary files /dev/null and b/examples/ex02c_color_palette.exe differ diff --git a/examples/ex03a_input_keys.exe b/examples/ex03a_input_keys.exe new file mode 100644 index 00000000..f686dcd9 Binary files /dev/null and b/examples/ex03a_input_keys.exe differ diff --git a/examples/ex03b_input_mouse.exe b/examples/ex03b_input_mouse.exe new file mode 100644 index 00000000..6ec28c3a Binary files /dev/null and b/examples/ex03b_input_mouse.exe differ diff --git a/examples/ex03c_input_gamepad.exe b/examples/ex03c_input_gamepad.exe new file mode 100644 index 00000000..5f475ac2 Binary files /dev/null and b/examples/ex03c_input_gamepad.exe differ diff --git a/examples/ex04a_textures.exe b/examples/ex04a_textures.exe new file mode 100644 index 00000000..5e0de2b2 Binary files /dev/null and b/examples/ex04a_textures.exe differ diff --git a/release/linux/helpme! b/release/linux/helpme! new file mode 100644 index 00000000..e69de29b diff --git a/release/mac/helpme! b/release/mac/helpme! new file mode 100644 index 00000000..e69de29b diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h new file mode 100644 index 00000000..2ded0589 --- /dev/null +++ b/release/win32-mingw/include/raylib.h @@ -0,0 +1,376 @@ +/********************************************************************************************* +* +* raylib 1.0 (www.raylib.com) +* +* A simple and easy-to-use library to learn C videogames programming +* +* Features: +* Library written in plain C code (C99) +* Uses C# PascalCase/camelCase notation +* Hardware accelerated with OpenGL 1.1 +* Powerful fonts module with SpriteFonts support +* Basic 3d support for Shapes and Models +* Audio loading and playing +* +* Used external libs: +* GLFW3 (www.glfw.org) for window/context management and input +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* OpenAL Soft for audio device/context management +* +* Some design decisions: +* 32bit Colors - All defined color are always RGBA +* 32bit Textures - All loaded images are converted automatically to RGBA textures +* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures +* One custom default font is loaded automatically when InitWindow() +* +* -- LICENSE (raylib v1.0, November 2013) -- +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +//#define NO_AUDIO // Audio is still being tested, deactivated by default + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI +#define PI 3.14159265358979323846 +#endif + +#define DEG2RAD (PI / 180.0) +#define RAD2DEG (180.0 / PI) + +// Keyboard Function Keys +#define KEY_SPACE 32 +#define KEY_ESCAPE 256 +#define KEY_ENTER 257 +#define KEY_RIGHT 262 +#define KEY_LEFT 263 +#define KEY_DOWN 264 +#define KEY_UP 265 +#define KEY_F1 290 +#define KEY_F2 291 +#define KEY_F3 292 +#define KEY_F4 293 +#define KEY_F5 294 +#define KEY_F6 295 +#define KEY_F7 296 +#define KEY_F8 297 +#define KEY_F9 298 +#define KEY_F10 299 +#define KEY_LEFT_SHIFT 340 +#define KEY_LEFT_CONTROL 341 +#define KEY_LEFT_ALT 342 +#define KEY_RIGHT_SHIFT 344 +#define KEY_RIGHT_CONTROL 345 +#define KEY_RIGHT_ALT 346 + +// Mouse Buttons +#define MOUSE_LEFT_BUTTON 0 +#define MOUSE_RIGHT_BUTTON 1 +#define MOUSE_MIDDLE_BUTTON 2 + +// Gamepad Number +#define GAMEPAD_PLAYER1 0 +#define GAMEPAD_PLAYER2 1 +#define GAMEPAD_PLAYER3 2 +#define GAMEPAD_PLAYER4 3 + +// Gamepad Buttons +// NOTE: Adjusted for a PS3 USB Controller +#define GAMEPAD_BUTTON_A 2 +#define GAMEPAD_BUTTON_B 1 +#define GAMEPAD_BUTTON_X 3 +#define GAMEPAD_BUTTON_Y 4 +#define GAMEPAD_BUTTON_R1 7 +#define GAMEPAD_BUTTON_R2 5 +#define GAMEPAD_BUTTON_L1 6 +#define GAMEPAD_BUTTON_L2 8 +#define GAMEPAD_BUTTON_SELECT 9 +#define GAMEPAD_BUTTON_START 10 + +// TODO: Review Xbox360 USB Controller Buttons + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY (Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow +#define GOLD (Color){ 255, 203, 0, 255 } // Gold +#define ORANGE (Color){ 255, 161, 0, 255 } // Orange +#define PINK (Color){ 255, 109, 194, 255 } // Pink +#define RED (Color){ 230, 41, 55, 255 } // Red +#define MAROON (Color){ 190, 33, 55, 255 } // Maroon +#define GREEN (Color){ 0, 228, 48, 255 } // Green +#define LIME (Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE (Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE (Color){ 200, 122, 255, 255 } // Purple +#define VIOLET (Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE (Color){ 211, 176, 131, 255 } // Beige +#define BROWN (Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE (Color){ 255, 255, 255, 255 } // White +#define BLACK (Color){ 0, 0, 0, 255 } // Black +#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +// Boolean type +typedef enum { false, true } bool; + +// Color type, RGBA (32bit) +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} Color; + +// Rectangle type +typedef struct Rectangle { + int x; + int y; + int width; + int height; +} Rectangle; + +// Image type, bpp always RGBA (32bit) +// NOTE: Data stored in CPU memory (RAM) +typedef struct Image { + Color *pixels; + int width; + int height; +} Image; + +// Texture2D type, bpp always RGBA (32bit) +// NOTE: Data stored in GPU memory +typedef struct Texture2D { + unsigned int glId; + int width; + int height; +} Texture2D; + +// SpriteFont one Character (Glyph) data, defined in text module +typedef struct Character Character; + +// SpriteFont type, includes texture and charSet array data +typedef struct SpriteFont { + Texture2D texture; + int numChars; + Character *charSet; +} SpriteFont; + +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera { + Vector3 position; + Vector3 target; + Vector3 up; +} Camera; + +// Basic 3d Model type +typedef struct Model { + int numVertices; + Vector3 *vertices; + Vector2 *texcoords; + Vector3 *normals; +} Model; + +// Basic Sound source and buffer +typedef struct Sound { + unsigned int source; + unsigned int buffer; +} Sound; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ +void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) +void CloseWindow(); // Close Window and Terminate Context +bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed +void ToggleFullscreen(); // Fullscreen toggle (by default F11) + +void ClearBackground(Color color); // Sets Background Color +void BeginDrawing(); // Setup drawing canvas to start drawing +void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) + +void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) +void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode + +void SetTargetFPS(int fps); // Set target FPS (maximum) +float GetFPS(); // Returns current FPS +float GetFrameTime(); // Returns time in seconds for one frame + +Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +int GetHexValue(Color color); // Returns hexadecimal value for a Color + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ +bool IsKeyPressed(int key); // Detect if a key is being pressed +bool IsKeyReleased(int key); // Detect if a key is NOT being pressed + +bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed +bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed +int GetMouseX(); // Returns mouse position X +int GetMouseY(); // Returns mouse position Y +Vector2 GetMousePosition(); // Returns mouse position XY + +bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad +bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed +bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +void DrawPixel(int posX, int posY, Color color); // Draw a pixel +void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +void DrawPoly(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +void DrawPolyLine(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ +Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +void UnloadImage(Image image); // Unload image from CPU memory (RAM) +Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +//Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) +void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ +SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font) +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont +int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font +Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont +int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) +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' + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube +void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires +void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires +void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane +void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions +void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) +//DrawTorus(), DrawTeapot() are useless... + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +void UnloadModel(Model model); // Unload 3d model from memory +void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model +void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model +void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires + +// NOTE: The following functions work but are incomplete or require some revision +// DrawHeightmap is extremely inefficient and can impact performance up to 60% +void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) +void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x) +void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x) + +#ifndef NO_AUDIO + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +void InitAudioDevice(); // Initialize audio device and context +void CloseAudioDevice(); // Close the audio device and context +Sound LoadSound(char *fileName); // Load sound to memory +void UnloadSound(Sound sound); // Unload sound +void PlaySound(Sound sound); // Play a sound +void PlaySoundEx(Sound sound, float timePosition, bool loop); // Play a sound with extended parameters +void PauseSound(Sound sound); // Pause a sound +void StopSound(Sound sound); // Stop playing a sound + +#endif // NO_AUDIO + +#ifdef __cplusplus +} +#endif + +#endif // RAYLIB_H \ No newline at end of file diff --git a/release/win32-mingw/lib/raylib.a b/release/win32-mingw/lib/raylib.a new file mode 100644 index 00000000..1e3284f4 Binary files /dev/null and b/release/win32-mingw/lib/raylib.a differ diff --git a/release/win32-mingw/resources/icon.o b/release/win32-mingw/resources/icon.o new file mode 100644 index 00000000..f90f06d4 Binary files /dev/null and b/release/win32-mingw/resources/icon.o differ