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the first working version

pull/3880/head
blueloveTH 9 months ago
parent
commit
d1ffab40cc
5 changed files with 146 additions and 114 deletions
  1. +97
    -104
      projects/Xcode15/main.c
  2. +9
    -0
      projects/Xcode15/raylib.xcodeproj/project.pbxproj
  3. +31
    -8
      src/platforms/rcore_ios.c
  4. +1
    -1
      src/rcore.c
  5. +8
    -1
      src/rlgl.h

+ 97
- 104
projects/Xcode15/main.c View File

@ -20,126 +20,120 @@
//------------------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int ios_main(int argc, char * argv[])
{
const int screenWidth = 800;
const int screenHeight = 450;
GameScreen currentScreen = LOGO;
int framesCounter = 0; // Useful to count frames
void ios_ready(){
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
GameScreen currentScreen = LOGO;
// TODO: Initialize all required variables and load all required data here!
int framesCounter = 0; // Useful to count frames
SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------
}
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
void ios_update()
{
// Update
//----------------------------------------------------------------------------------
switch(currentScreen)
{
// Update
//----------------------------------------------------------------------------------
switch(currentScreen)
case LOGO:
{
case LOGO:
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
o">// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = ENDING;
}
p">} break;
case ENDING:
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
} break;
default: break;
currentScreen = TITLE;
}
EndDrawing();
//----------------------------------------------------------------------------------
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
void ios_destroy(){
// De-Initialization
//--------------------------------------------------------------------------------------
@ -148,5 +142,4 @@ int ios_main(int argc, char * argv[])
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 9
- 0
projects/Xcode15/raylib.xcodeproj/project.pbxproj View File

@ -341,6 +341,11 @@
CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = A7A93GC9AY;
GCC_C_LANGUAGE_STANDARD = gnu17;
GCC_PREPROCESSOR_DEFINITIONS = (
"DEBUG=1",
GRAPHICS_API_OPENGL_ES2,
PLATFORM_IOS,
);
GCC_WARN_64_TO_32_BIT_CONVERSION = NO;
GCC_WARN_UNINITIALIZED_AUTOS = YES;
GENERATE_INFOPLIST_FILE = YES;
@ -379,6 +384,10 @@
CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = A7A93GC9AY;
GCC_C_LANGUAGE_STANDARD = gnu17;
GCC_PREPROCESSOR_DEFINITIONS = (
GRAPHICS_API_OPENGL_ES2,
PLATFORM_IOS,
);
GCC_WARN_64_TO_32_BIT_CONVERSION = NO;
GCC_WARN_UNINITIALIZED_AUTOS = YES;
GENERATE_INFOPLIST_FILE = YES;

+ 31
- 8
src/platforms/rcore_ios.c View File

@ -49,10 +49,17 @@
// TODO: Include the platform specific libraries
#include "libEGL/libEGL.h"
// iOS only supports callbacks
// We are not able to give users full control of the game loop
extern void ios_ready();
extern void ios_update();
extern void ios_destroy();
#import <UIKit/UIKit.h>
/* GameViewController */
@interface GameViewController : UIViewController
- (void)update;
@end
/* AppDelegate */
@ -476,10 +483,17 @@ int InitPlatform(void)
EGL_NONE
};
// const EGLint contextAttribs[] =
// {
// EGL_CONTEXT_CLIENT_VERSION, 2,
// EGL_NONE
// };
const EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
EGL_CONTEXT_MAJOR_VERSION, 2,
EGL_CONTEXT_MINOR_VERSION, 0,
EGL_NONE,
};
EGLint numConfigs = 0;
@ -590,7 +604,7 @@ int InitPlatform(void)
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
TRACELOG(LOG_INFO, "PLATFORM: IOS: Initialized successfully");
return 0;
}
@ -632,6 +646,11 @@ void ClosePlatform(void)
platform.viewController = self;
}
- (void)update
{
ios_update();
}
- (bool)prefersStatusBarHidden
{
return true;
@ -644,10 +663,14 @@ void ClosePlatform(void)
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
NSLog(@"bounds: %@", NSStringFromCGRect([UIScreen mainScreen].bounds));
self.window.backgroundColor = [UIColor redColor];
self.window.rootViewController = [[GameViewController alloc] init];
[self.window makeKeyAndVisible];
ios_ready();
CADisplayLink *displayLink = [CADisplayLink displayLinkWithTarget:self.window.rootViewController selector:@selector(update)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
return YES;
}
@ -668,11 +691,11 @@ void ClosePlatform(void)
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
@end
- (void)applicationWillTerminate:(UIApplication *)application {
ios_destroy();
}
// To allow easier porting to android, we allow the user to define a
// main function which we call from android_main, defined by ourselves
extern int ios_main(int argc, char *argv[]);
@end
/* main() */
int main(int argc, char * argv[]) {

+ 1
- 1
src/rcore.c View File

@ -502,7 +502,7 @@ const char *TextFormat(const char *text, ...); // Formatting of tex
#include "platforms/rcore_drm.c"
#elif defined(PLATFORM_ANDROID)
#include "platforms/rcore_android.c"
#elif defined(PLATFORM_IOS) || defined(PLATFORM_IOSSIMULATOR)
#elif defined(PLATFORM_IOS)
#include "platforms/rcore_ios.c"
#else
// TODO: Include your custom platform backend!

+ 8
- 1
src/rlgl.h View File

@ -815,7 +815,14 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#if defined(GRAPHICS_API_OPENGL_ES3)
#if defined(PLATFORM_IOS)
#ifndef GRAPHICS_API_OPENGL_ES2
#error "GRAPHICS_API_OPENGL_ES2 required on PLATFORM_IOS"
#endif
#include "libGLESv2/GLES/glext.h"
#include "libGLESv2/GLES2/gl2.h"
#include "libGLESv2/GLES2/gl2ext.h" // OpenGL ES 2.0 extensions library
#elif defined(GRAPHICS_API_OPENGL_ES3)
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library

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