Преглед изворни кода

BREAKING CHANGE: Renamed SpriteFont type to Font

- Preparing MP3 files support
- Jumped version to raylib 2.0-dev (too many breaking changes...)
pull/531/head
Ray San пре 7 година
родитељ
комит
ec33e7d705
34 измењених фајлова са 3027 додато и 179 уклоњено
  1. +5
    -5
      examples/text/text_bmfont_ttf.c
  2. +2
    -2
      examples/text/text_bmfont_unordered.c
  3. +11
    -11
      examples/text/text_raylib_fonts.c
  4. +7
    -7
      examples/text/text_sprite_fonts.c
  5. +6
    -6
      examples/text/text_ttf_loading.c
  6. +2
    -2
      examples/textures/textures_image_drawing.c
  7. +3
    -3
      examples/textures/textures_image_text.c
  8. +2
    -2
      games/drturtle/04_drturtle_gui.c
  9. +2
    -2
      games/drturtle/05_drturtle_audio.c
  10. +2
    -2
      games/drturtle/06_drturtle_final.c
  11. +3
    -3
      games/drturtle/drturtle_final_web.c
  12. +2
    -2
      games/koala_seasons/koala_seasons.c
  13. +1
    -1
      games/koala_seasons/screens/screens.h
  14. +2
    -2
      games/light_my_ritual/light_my_ritual.c
  15. +1
    -1
      games/light_my_ritual/screens/screens.h
  16. +1
    -1
      games/skully_escape/screens/screens.h
  17. +2
    -2
      games/skully_escape/skully_escape.c
  18. +3
    -3
      games/transmission/screens/screen_ending.c
  19. +2
    -2
      games/transmission/screens/screen_gameplay.c
  20. +3
    -3
      games/transmission/screens/screen_title.c
  21. +1
    -1
      games/transmission/screens/screens.h
  22. +2
    -2
      games/transmission/transmission.c
  23. +1
    -1
      games/wave_collector/screens/screens.h
  24. +2
    -2
      games/wave_collector/wave_collector.c
  25. +54
    -56
      release/include/raylib.h
  26. BIN
      release/libs/win32/mingw32/libraylib.a
  27. +6
    -0
      src/audio.c
  28. +2
    -1
      src/config.h
  29. +2841
    -0
      src/external/dr_mp3.h
  30. +16
    -14
      src/raylib.h
  31. +34
    -34
      src/text.c
  32. +3
    -3
      src/textures.c
  33. +2
    -2
      templates/advance_game/advance_game.c
  34. +1
    -1
      templates/advance_game/screens/screens.h

+ 5
- 5
examples/text/text_bmfont_ttf.c Прегледај датотеку

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [text] example - BMFont and TTF SpriteFonts loading
* raylib [text] example - BMFont and TTF Fonts loading
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -24,8 +24,8 @@ int main()
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/pixantiqua.ttf"); // TTF font
Font fontBm = LoadFont("resources/bmfont.fnt"); // BMFont (AngelCode)
Font fontTtf = LoadFont("resources/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;
@ -58,8 +58,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
UnloadFont(fontBm); // AngelCode Font unloading
UnloadFont(fontTtf); // TTF Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 2
- 2
examples/text/text_bmfont_unordered.c Прегледај датотеку

@ -25,7 +25,7 @@ int main()
const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
// NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
SpriteFont font = LoadSpriteFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
Font font = LoadFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -56,7 +56,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(font); // AngelCode SpriteFont unloading
UnloadFont(font); // AngelCode Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 11
- 11
examples/text/text_raylib_fonts.c Прегледај датотеку

@ -26,16 +26,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[MAX_FONTS];
Font fonts[MAX_FONTS];
fonts[0] = LoadSpriteFont("resources/fonts/alagard.png");
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png");
fonts[2] = LoadSpriteFont("resources/fonts/mecha.png");
fonts[3] = LoadSpriteFont("resources/fonts/setback.png");
fonts[4] = LoadSpriteFont("resources/fonts/romulus.png");
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png");
fonts[0] = LoadFont("resources/fonts/alagard.png");
fonts[1] = LoadFont("resources/fonts/pixelplay.png");
fonts[2] = LoadFont("resources/fonts/mecha.png");
fonts[3] = LoadFont("resources/fonts/setback.png");
fonts[4] = LoadFont("resources/fonts/romulus.png");
fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
@ -93,8 +93,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
// SpriteFonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]);
// Fonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 7
- 7
examples/text/text_sprite_fonts.c Прегледај датотеку

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [text] example - SpriteFont loading and usage
* raylib [text] example - Font loading and usage
*
* 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)
@ -25,9 +25,9 @@ int main()
const char msg3[50] = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/custom_mecha.png"); // SpriteFont loading
SpriteFont font2 = LoadSpriteFont("resources/custom_alagard.png"); // SpriteFont loading
SpriteFont font3 = LoadSpriteFont("resources/custom_jupiter_crash.png"); // SpriteFont loading
Font font1 = LoadFont("resources/custom_mecha.png"); // Font loading
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1, fontPosition2, fontPosition3;
@ -66,9 +66,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(font1); // SpriteFont unloading
UnloadSpriteFont(font2); // SpriteFont unloading
UnloadSpriteFont(font3); // SpriteFont unloading
UnloadFont(font1); // Font unloading
UnloadFont(font2); // Font unloading
UnloadFont(font3); // Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 6
- 6
examples/text/text_ttf_loading.c Прегледај датотеку

@ -20,12 +20,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
const char msg[50] = "TTF SpriteFont";
const char msg[50] = "TTF Font";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// TTF SpriteFont loading with custom generation parameters
SpriteFont font = LoadSpriteFontEx("resources/KAISG.ttf", 96, 0, 0);
// TTF Font loading with custom generation parameters
Font font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0);
// Generate mipmap levels to use trilinear filtering
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
@ -85,8 +85,8 @@ int main()
if (count == 1) // Only support one ttf file dropped
{
UnloadSpriteFont(font);
font = LoadSpriteFontEx(droppedFiles[0], fontSize, 0, 0);
UnloadFont(font);
font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
ClearDroppedFiles();
}
}
@ -127,7 +127,7 @@ int main()
#if defined(PLATFORM_DESKTOP)
ClearDroppedFiles(); // Clear internal buffers
#endif
UnloadSpriteFont(font); // SpriteFont unloading
UnloadFont(font); // Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 2
- 2
examples/textures/textures_image_drawing.c Прегледај датотеку

@ -38,12 +38,12 @@ int main()
UnloadImage(cat); // Unload image from RAM
// Load custom font for frawing on image
SpriteFont font = LoadSpriteFont("resources/custom_jupiter_crash.png");
Font font = LoadFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
UnloadSpriteFont(font); // Unload custom spritefont (already drawn used on image)
UnloadFont(font); // Unload custom spritefont (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM

+ 3
- 3
examples/textures/textures_image_text.c Прегледај датотеку

@ -20,8 +20,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
// TTF SpriteFont loading with custom generation parameters
SpriteFont font = LoadSpriteFontEx("resources/KAISG.ttf", 64, 0, 0);
// TTF Font loading with custom generation parameters
Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0);
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
@ -74,7 +74,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
UnloadSpriteFont(font); // Unload custom spritefont
UnloadFont(font); // Unload custom spritefont
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 2
- 2
games/drturtle/04_drturtle_gui.c Прегледај датотеку

@ -49,7 +49,7 @@ int main()
Texture2D gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
SpriteFont font = LoadSpriteFont("resources/komika.png");
Font font = LoadFont("resources/komika.png");
// Define scrolling variables
int backScrolling = 0;
@ -438,7 +438,7 @@ int main()
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
UnloadFont(font);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 2
- 2
games/drturtle/05_drturtle_audio.c Прегледај датотеку

@ -52,7 +52,7 @@ int main()
Texture2D gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
SpriteFont font = LoadSpriteFont("resources/komika.png");
Font font = LoadFont("resources/komika.png");
// Load game resources: sounds
Sound eat = LoadSound("resources/eat.wav");
@ -454,7 +454,7 @@ int main()
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
UnloadFont(font);
// Unload sounds
UnloadSound(eat);

+ 2
- 2
games/drturtle/06_drturtle_final.c Прегледај датотеку

@ -55,7 +55,7 @@ int main()
Texture2D gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
SpriteFont font = LoadSpriteFont("resources/komika.png");
Font font = LoadFont("resources/komika.png");
// Load game resources: sounds
Sound eat = LoadSound("resources/eat.wav");
@ -479,7 +479,7 @@ int main()
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
UnloadFont(font);
// Unload sounds
UnloadSound(eat);

+ 3
- 3
games/drturtle/drturtle_final_web.c Прегледај датотеку

@ -48,7 +48,7 @@ Texture2D swhale;
Texture2D fish;
Texture2D gframe;
SpriteFont font;
Font font;
Sound eat;
Sound die;
@ -119,7 +119,7 @@ int main()
gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
font = LoadSpriteFont("resources/komika.png");
font = LoadFont("resources/komika.png");
// Load game resources: sounds
eat = LoadSound("resources/eat.wav");
@ -186,7 +186,7 @@ int main()
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
UnloadFont(font);
// Unload sounds
UnloadSound(eat);

+ 2
- 2
games/koala_seasons/koala_seasons.c Прегледај датотеку

@ -57,7 +57,7 @@ int main(void) {
InitWindow(screenWidth, screenHeight, windowTitle);
// Load global data here (assets that must be available in all screens, i.e. fonts)
font = LoadSpriteFont("resources/graphics/mainfont.png");
font = LoadFont("resources/graphics/mainfont.png");
atlas01 = LoadTexture("resources/graphics/atlas01.png");
atlas02 = LoadTexture("resources/graphics/atlas02.png");
@ -114,7 +114,7 @@ int main(void) {
UnloadTexture(atlas01);
UnloadTexture(atlas02);
UnloadSpriteFont(font);
UnloadFont(font);
UnloadShader(colorBlend); // Unload color overlay blending shader

+ 1
- 1
games/koala_seasons/screens/screens.h Прегледај датотеку

@ -42,7 +42,7 @@ typedef enum GameScreen { LOGO, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
GameScreen currentScreen;
// NOTE: This is all the data used in the game
SpriteFont font;
Font font;
Shader colorBlend;
Texture2D atlas01;
Texture2D atlas02;

+ 2
- 2
games/light_my_ritual/light_my_ritual.c Прегледај датотеку

@ -68,7 +68,7 @@ int main(void)
UnloadImage(image); // Unload image from CPU memory (RAM)
font = LoadSpriteFont("resources/font_arcadian.png");
font = LoadFont("resources/font_arcadian.png");
//doors = LoadTexture("resources/textures/doors.png");
//sndDoor = LoadSound("resources/audio/door.ogg");
@ -106,7 +106,7 @@ int main(void)
}
// Unload all global loaded data (i.e. fonts) here!
UnloadSpriteFont(font);
UnloadFont(font);
//UnloadSound(sndDoor);
UnloadMusicStream(music);

+ 1
- 1
games/light_my_ritual/screens/screens.h Прегледај датотеку

@ -35,7 +35,7 @@ typedef enum GameScreen { LOGO_RL = 0, TITLE, GAMEPLAY } GameScreen;
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
SpriteFont font;
Font font;
Color *lightsMap;
int lightsMapWidth, lightsMapHeight;

+ 1
- 1
games/skully_escape/screens/screens.h Прегледај датотеку

@ -47,7 +47,7 @@ typedef struct Door {
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
SpriteFont font;
Font font;
Texture2D doors;
Sound sndDoor;

+ 2
- 2
games/skully_escape/skully_escape.c Прегледај датотеку

@ -60,7 +60,7 @@ int main(void)
music = LoadMusicStream("resources/audio/come_play_with_me.ogg");
PlayMusicStream(music);
font = LoadSpriteFont("resources/textures/alagard.png");
font = LoadFont("resources/textures/alagard.png");
doors = LoadTexture("resources/textures/doors.png");
sndDoor = LoadSound("resources/audio/door.ogg");
sndScream = LoadSound("resources/audio/scream.ogg");
@ -89,7 +89,7 @@ int main(void)
// Unload all global loaded data (i.e. fonts) here!
UnloadPlayer();
UnloadSpriteFont(font);
UnloadFont(font);
UnloadTexture(doors);
UnloadSound(sndDoor);
UnloadSound(sndScream);

+ 3
- 3
games/transmission/screens/screen_ending.c Прегледај датотеку

@ -68,7 +68,7 @@ static Mission *missions = NULL;
static char headline[MAX_TITLE_CHAR] = "\0";
SpriteFont fontNews;
Font fontNews;
// String (const char *) replacement function
static char *StringReplace(char *orig, char *rep, char *with);
@ -121,11 +121,11 @@ void InitEndingScreen(void)
// Generate newspaper with title and subtitle
Image imNewspaper = LoadImage("resources/textures/ending_newspaper.png");
fontNews = LoadSpriteFontEx("resources/fonts/Lora-Bold.ttf", 32, 250, 0);
fontNews = LoadFontEx("resources/fonts/Lora-Bold.ttf", 32, 250, 0);
ImageDrawTextEx(&imNewspaper, (Vector2){ 50, 220 }, fontNews, headline, fontNews.baseSize, 0, DARKGRAY);
texNewspaper = LoadTextureFromImage(imNewspaper);
//UnloadSpriteFont(fontNews);
//UnloadFont(fontNews);
UnloadImage(imNewspaper);
}

+ 2
- 2
games/transmission/screens/screen_gameplay.c Прегледај датотеку

@ -95,7 +95,7 @@ static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static SpriteFont fontMessage;
static Font fontMessage;
static Texture2D texWordsAtlas;
static Texture2D texVignette;
@ -126,7 +126,7 @@ void InitGameplayScreen(void)
framesCounter = 0;
finishScreen = 0;
fontMessage = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 30, 250, 0);
fontMessage = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 30, 250, 0);
texBackground = LoadTexture("resources/textures/message_background.png");
texVignette = LoadTexture("resources/textures/message_vignette.png");

+ 3
- 3
games/transmission/screens/screen_title.c Прегледај датотеку

@ -36,7 +36,7 @@ static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static SpriteFont fontTitle;
static Font fontTitle;
static Sound fxTyping;
static float titleSize;
@ -71,7 +71,7 @@ void InitTitleScreen(void)
texBackground = LoadTexture("resources/textures/title_background.png");
fxTyping = LoadSound("resources/audio/fx_typing.ogg");
fontTitle = LoadSpriteFontEx("resources/fonts/mom_typewritter.ttf", 96, 0, 0);
fontTitle = LoadFontEx("resources/fonts/mom_typewritter.ttf", 96, 0, 0);
titleSize = 44;
transmissionPosition = (Vector2){519, 221};
@ -148,7 +148,7 @@ void UnloadTitleScreen(void)
{
UnloadTexture(texBackground);
UnloadSound(fxTyping);
UnloadSpriteFont(fontTitle);
UnloadFont(fontTitle);
}
// Title Screen should finish?

+ 1
- 1
games/transmission/screens/screens.h Прегледај датотеку

@ -76,7 +76,7 @@ Color textColorButton;
int currentMission;
int totalMissions;
SpriteFont fontMission;
Font fontMission;
Word messageWords[MAX_MISSION_WORDS];

+ 2
- 2
games/transmission/transmission.c Прегледај датотеку

@ -70,7 +70,7 @@ int main(void)
SetMusicVolume(music, 1.0f);
PlayMusicStream(music);
fontMission = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0);
fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0);
texButton = LoadTexture("resources/textures/title_ribbon.png");
// UI BUTTON
@ -122,7 +122,7 @@ int main(void)
UnloadMusicStream(music);
UnloadSound(fxButton);
UnloadSpriteFont(fontMission);
UnloadFont(fontMission);
UnloadTexture(texButton);
CloseAudioDevice(); // Close audio context

+ 1
- 1
games/wave_collector/screens/screens.h Прегледај датотеку

@ -35,7 +35,7 @@ typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
SpriteFont font;
Font font;
Music music;
int endingStatus; // 1 - Win, 2 - Lose

+ 2
- 2
games/wave_collector/wave_collector.c Прегледај датотеку

@ -90,7 +90,7 @@ int main(int argc, char *argv[])
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
font = LoadSpriteFont("resources/font.fnt");
font = LoadFont("resources/font.fnt");
music = LoadMusicStream("resources/audio/wave.ogg");
SetMusicVolume(music, 1.0f);
@ -127,7 +127,7 @@ int main(int argc, char *argv[])
}
// Unload all global loaded data (i.e. fonts) here!
UnloadSpriteFont(font);
UnloadFont(font);
UnloadMusicStream(music);
CloseAudioDevice(); // Close audio context

+ 54
- 56
release/include/raylib.h Прегледај датотеку

@ -1,14 +1,12 @@
/**********************************************************************************************
*
* raylib v1.9.6-dev
*
* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
* raylib - A simple and easy-to-use library to learn videogames programming (www.raylib.com)
*
* FEATURES:
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
@ -138,6 +136,9 @@
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
#define KEY_GRAVE 96
#define KEY_SLASH 47
#define KEY_BACKSLASH 92
// Keyboard Alpha Numeric Keys
#define KEY_ZERO 48
@ -189,7 +190,7 @@
#define MOUSE_MIDDLE_BUTTON 2
// Touch points registered
#define MAX_TOUCH_POINTS 2
#define MAX_TOUCH_POINTS 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
@ -348,10 +349,10 @@ typedef struct Color {
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
float x;
float y;
float width;
float height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
@ -381,7 +382,7 @@ typedef struct RenderTexture2D {
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// SpriteFont character info
// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
Rectangle rec; // Character rectangle in sprite font
@ -390,28 +391,26 @@ typedef struct CharInfo {
int advanceX; // Character advance position X
} CharInfo;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
// Font type, includes texture and charSet array data
typedef struct Font {
Texture2D texture; // Font texture
int baseSize; // Base size (default chars height)
int charsCount; // Number of characters
CharInfo *chars; // Characters info data
} SpriteFont;
} Font;
// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraType;
#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
} Camera;
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
#define Camera Camera3D // Camera type fallback, defaults to Camera3D
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
@ -675,6 +674,12 @@ typedef enum {
CAMERA_THIRD_PERSON
} CameraMode;
// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraType;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
@ -725,15 +730,15 @@ RLAPI void DisableCursor(void); // Disables cu
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
@ -744,8 +749,8 @@ RLAPI float GetFrameTime(void); // Returns tim
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Color-related functions
RLAPI float *ColorToFloat(Color color); // Returns normalized float array for a Color
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
@ -836,9 +841,7 @@ RLAPI void UpdateCamera(Camera *camera); // Update came
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
int rightKey, int leftKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@ -888,6 +891,7 @@ RLAPI Image LoadImage(const char *fileName);
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI void ExportImage(const char *fileName, Image image); // Export image as a PNG file
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
@ -898,7 +902,6 @@ RLAPI Color *GetImageData(Image image);
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@ -914,11 +917,11 @@ RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
@ -947,31 +950,30 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);
RLAPI void f">DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, class="kt">float class="n">rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// SpriteFont loading/unloading functions
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
RLAPI void UnloadSpriteFont(SpriteFont font); // Unload SpriteFont from GPU memory (VRAM)
// Font loading/unloading functions
RLAPI Font GetDefaultFont(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(SpriteFont font, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
float fontSize, int spacing, Color tint);
RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
// Text misc. functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
RLAPI int GetGlyphIndex(SpriteFont font, int character); // Returns index position for a unicode character on sprite font
RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
@ -1007,6 +1009,7 @@ RLAPI void UnloadModel(Model model);
// Mesh loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
@ -1031,25 +1034,21 @@ RLAPI void UnloadMaterial(Material material);
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
@ -1148,8 +1147,7 @@ RLAPI float GetMusicTimeLength(Music music); // Get mus
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

BIN
release/libs/win32/mingw32/libraylib.a Прегледај датотеку


+ 6
- 0
src/audio.c Прегледај датотеку

@ -24,6 +24,7 @@
* #define SUPPORT_FILEFORMAT_XM
* #define SUPPORT_FILEFORMAT_MOD
* #define SUPPORT_FILEFORMAT_FLAC
* #define SUPPORT_FILEFORMAT_MP3
* Selected desired fileformats to be supported for loading. Some of those formats are
* supported by default, to remove support, just comment unrequired #define in this module
*
@ -127,6 +128,11 @@
#include "external/dr_flac.h" // FLAC loading functions
#endif
#if defined(SUPPORT_FILEFORMAT_MP3)
#define DR_MP3_IMPLEMENTATION
#include "external/dr_mp3.h" // MP3 loading functions
#endif
#ifdef _MSC_VER
#undef bool
#endif

+ 2
- 1
src/config.h Прегледај датотеку

@ -25,7 +25,7 @@
*
**********************************************************************************************/
#define RAYLIB_VERSION "1.9.7-dev"
#define RAYLIB_VERSION "2.0-dev"
// Edit to control what features Makefile'd raylib is compiled with
#if defined(RAYLIB_CMAKE)
@ -124,6 +124,7 @@
#define SUPPORT_FILEFORMAT_XM 1
#define SUPPORT_FILEFORMAT_MOD 1
//#define SUPPORT_FILEFORMAT_FLAC 1
//#define SUPPORT_FILEFORMAT_MP3 1
//------------------------------------------------------------------------------------

+ 2841
- 0
src/external/dr_mp3.h
Разлика између датотеке није приказан због своје велике величине
Прегледај датотеку


+ 16
- 14
src/raylib.h Прегледај датотеку

@ -382,7 +382,7 @@ typedef struct RenderTexture2D {
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// SpriteFont character info
// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
Rectangle rec; // Character rectangle in sprite font
@ -391,13 +391,15 @@ typedef struct CharInfo {
int advanceX; // Character advance position X
} CharInfo;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
// Font type, includes texture and charSet array data
typedef struct Font {
Texture2D texture; // Font texture
int baseSize; // Base size (default chars height)
int charsCount; // Number of characters
CharInfo *chars; // Characters info data
} SpriteFont;
} Font;
#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D {
@ -915,11 +917,11 @@ RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
@ -955,23 +957,23 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// SpriteFont loading/unloading functions
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
RLAPI void UnloadSpriteFont(SpriteFont font); // Unload SpriteFont from GPU memory (VRAM)
// Font loading/unloading functions
RLAPI Font GetDefaultFont(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(SpriteFont font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using SpriteFont and additional parameters
RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
// Text misc. functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, float spacing); // Measure string size for SpriteFont
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
RLAPI int GetGlyphIndex(SpriteFont font, int character); // Returns index position for a unicode character on sprite font
RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)

+ 34
- 34
src/text.c Прегледај датотеку

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib.text - Basic functions to load SpriteFonts and draw Text
* raylib.text - Basic functions to load Fonts and draw Text
*
* CONFIGURATION:
*
@ -73,7 +73,7 @@
// Global variables
//----------------------------------------------------------------------------------
#if defined(SUPPORT_DEFAULT_FONT)
static SpriteFont defaultFont; // Default font provided by raylib
static Font defaultFont; // Default font provided by raylib
// NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core]
#endif
@ -85,12 +85,12 @@ static SpriteFont defaultFont; // Default font provided by raylib
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static SpriteFont LoadImageFont(Image image, Color key, int firstChar); // Load a Image font file (XNA style)
static Font LoadImageFont(Image image, Color key, int firstChar); // Load a Image font file (XNA style)
#if defined(SUPPORT_FILEFORMAT_FNT)
static SpriteFont LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode font file)
static Font LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode font file)
#endif
#if defined(SUPPORT_FILEFORMAT_TTF)
static SpriteFont LoadTTF(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load spritefont from TTF data
static Font LoadTTF(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load spritefont from TTF data
#endif
#if defined(SUPPORT_DEFAULT_FONT)
@ -114,7 +114,7 @@ extern void LoadDefaultFont(void)
defaultFont.charsCount = 224; // Number of chars included in our default font
// Default font is directly defined here (data generated from a sprite font image)
// This way, we reconstruct SpriteFont without creating large global variables
// This way, we reconstruct Font without creating large global variables
// This data is automatically allocated to Stack and automatically deallocated at the end of this function
int defaultFontData[512] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f,
@ -261,28 +261,28 @@ extern void UnloadDefaultFont(void)
#endif // SUPPORT_DEFAULT_FONT
// Get the default font, useful to be used with extended parameters
SpriteFont GetDefaultFont()
Font GetDefaultFont()
{
#if defined(SUPPORT_DEFAULT_FONT)
return defaultFont;
#else
SpriteFont font = { 0 };
Font font = { 0 };
return font;
#endif
}
// Load SpriteFont from file into GPU memory (VRAM)
SpriteFont LoadSpriteFont(const char *fileName)
// Load Font from file into GPU memory (VRAM)
Font LoadFont(const char *fileName)
{
// Default hardcoded values for ttf file loading
#define DEFAULT_TTF_FONTSIZE 32 // Font first character (32 - space)
#define DEFAULT_TTF_NUMCHARS 95 // ASCII 32..126 is 95 glyphs
#define DEFAULT_FIRST_CHAR 32 // Expected first char for image spritefont
SpriteFont spriteFont = { 0 };
Font spriteFont = { 0 };
#if defined(SUPPORT_FILEFORMAT_TTF)
if (IsFileExtension(fileName, ".ttf")) spriteFont = LoadSpriteFontEx(fileName, DEFAULT_TTF_FONTSIZE, 0, NULL);
if (IsFileExtension(fileName, ".ttf")) spriteFont = LoadFontEx(fileName, DEFAULT_TTF_FONTSIZE, 0, NULL);
else
#endif
#if defined(SUPPORT_FILEFORMAT_FNT)
@ -297,7 +297,7 @@ SpriteFont LoadSpriteFont(const char *fileName)
if (spriteFont.texture.id == 0)
{
TraceLog(LOG_WARNING, "[%s] SpriteFont could not be loaded, using default font", fileName);
TraceLog(LOG_WARNING, "[%s] Font could not be loaded, using default font", fileName);
spriteFont = GetDefaultFont();
}
else SetTextureFilter(spriteFont.texture, FILTER_POINT); // By default we set point filter (best performance)
@ -305,12 +305,12 @@ SpriteFont LoadSpriteFont(const char *fileName)
return spriteFont;
}
// Load SpriteFont from TTF font file with generation parameters
// Load Font from TTF font file with generation parameters
// NOTE: You can pass an array with desired characters, those characters should be available in the font
// if array is NULL, default char set is selected 32..126
SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars)
Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars)
{
SpriteFont spriteFont = { 0 };
Font spriteFont = { 0 };
int totalChars = 95; // Default charset [32..126]
#if defined(SUPPORT_FILEFORMAT_TTF)
@ -330,15 +330,15 @@ SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount,
if (spriteFont.texture.id == 0)
{
TraceLog(LOG_WARNING, "[%s] SpriteFont could not be generated, using default font", fileName);
TraceLog(LOG_WARNING, "[%s] Font could not be generated, using default font", fileName);
spriteFont = GetDefaultFont();
}
return spriteFont;
}
// Unload SpriteFont from GPU memory (VRAM)
void UnloadSpriteFont(SpriteFont font)
// Unload Font from GPU memory (VRAM)
void UnloadFont(Font font)
{
// NOTE: Make sure spriteFont is not default font (fallback)
if (font.texture.id != GetDefaultFont().texture.id)
@ -368,9 +368,9 @@ void DrawText(const char *text, int posX, int posY, int fontSize, Color color)
}
}
// Draw text using SpriteFont
// Draw text using Font
// NOTE: chars spacing is NOT proportional to fontSize
void DrawTextEx(SpriteFont font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
{
int length = strlen(text);
int textOffsetX = 0; // Offset between characters
@ -482,8 +482,8 @@ int MeasureText(const char *text, int fontSize)
return (int)vec.x;
}
// Measure string size for SpriteFont
Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, float spacing)
// Measure string size for Font
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing)
{
int len = strlen(text);
int tempLen = 0; // Used to count longer text line num chars
@ -527,7 +527,7 @@ Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, float s
}
// Returns index position for a unicode character on spritefont
int GetGlyphIndex(SpriteFont font, int character)
int GetGlyphIndex(Font font, int character)
{
#define UNORDERED_CHARSET
#if defined(UNORDERED_CHARSET)
@ -575,7 +575,7 @@ void DrawFPS(int posX, int posY)
//----------------------------------------------------------------------------------
// Load an Image font file (XNA style)
static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
static Font LoadImageFont(Image image, Color key, int firstChar)
{
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
@ -648,7 +648,7 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
xPosToRead = charSpacing;
}
TraceLog(LOG_DEBUG, "SpriteFont data parsed correctly from image");
TraceLog(LOG_DEBUG, "Font data parsed correctly from image");
// NOTE: We need to remove key color borders from image to avoid weird
// artifacts on texture scaling when using FILTER_BILINEAR or FILTER_TRILINEAR
@ -660,7 +660,7 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
free(pixels); // Free pixels array memory
// Create spritefont with all data parsed from image
SpriteFont spriteFont = { 0 };
Font spriteFont = { 0 };
spriteFont.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
spriteFont.charsCount = index;
@ -684,18 +684,18 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
spriteFont.baseSize = spriteFont.chars[0].rec.height;
TraceLog(LOG_INFO, "Image file loaded correctly as SpriteFont");
TraceLog(LOG_INFO, "Image file loaded correctly as Font");
return spriteFont;
}
#if defined(SUPPORT_FILEFORMAT_FNT)
// Load a BMFont file (AngelCode font file)
static SpriteFont LoadBMFont(const char *fileName)
static Font LoadBMFont(const char *fileName)
{
#define MAX_BUFFER_SIZE 256
SpriteFont font = { 0 };
Font font = { 0 };
font.texture.id = 0;
char buffer[MAX_BUFFER_SIZE];
@ -800,10 +800,10 @@ static SpriteFont LoadBMFont(const char *fileName)
if (font.texture.id == 0)
{
UnloadSpriteFont(font);
UnloadFont(font);
font = GetDefaultFont();
}
else TraceLog(LOG_INFO, "[%s] SpriteFont loaded successfully", fileName);
else TraceLog(LOG_INFO, "[%s] Font loaded successfully", fileName);
return font;
}
@ -812,7 +812,7 @@ static SpriteFont LoadBMFont(const char *fileName)
#if defined(SUPPORT_FILEFORMAT_TTF)
// Generate a sprite font from TTF file data (font size required)
// TODO: Review texture packing method and generation (use oversampling)
static SpriteFont LoadTTF(const char *fileName, int fontSize, int charsCount, int *fontChars)
static Font LoadTTF(const char *fileName, int fontSize, int charsCount, int *fontChars)
{
#define MAX_TTF_SIZE 16 // Maximum ttf file size in MB
@ -830,7 +830,7 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize, int charsCount, in
unsigned char *dataBitmap = (unsigned char *)malloc(textureSize*textureSize*sizeof(unsigned char)); // One channel bitmap returned!
stbtt_bakedchar *charData = (stbtt_bakedchar *)malloc(sizeof(stbtt_bakedchar)*charsCount);
SpriteFont font = { 0 };
Font font = { 0 };
FILE *ttfFile = fopen(fileName, "rb");

+ 3
- 3
src/textures.c Прегледај датотеку

@ -1371,7 +1371,7 @@ Image ImageText(const char *text, int fontSize, Color color)
}
// Create an image from text (custom sprite font)
Image ImageTextEx(SpriteFont font, const char *text, float fontSize, float spacing, Color tint)
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint)
{
int length = strlen(text);
int posX = 0;
@ -1385,7 +1385,7 @@ Image ImageTextEx(SpriteFont font, const char *text, float fontSize, float spaci
// NOTE: glGetTexImage() not available in OpenGL ES
// TODO: This is horrible, retrieving font texture from GPU!!!
// Define ImageFont struct? or include Image spritefont in SpriteFont struct?
// Define ImageFont struct? or include Image spritefont in Font struct?
Image imFont = GetTextureData(font.texture);
ImageColorTint(&imFont, tint); // Apply color tint to font
@ -1466,7 +1466,7 @@ void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize,
}
// Draw text (custom sprite font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, float spacing, Color color)
void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color)
{
Image imText = ImageTextEx(font, text, fontSize, spacing, color);

+ 2
- 2
templates/advance_game/advance_game.c Прегледај датотеку

@ -58,7 +58,7 @@ int main(void)
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
font = LoadSpriteFont("resources/mecha.png");
font = LoadFont("resources/mecha.png");
music = LoadMusicStream("resources/ambient.ogg");
fxCoin = LoadSound("resources/coin.wav");
@ -96,7 +96,7 @@ int main(void)
}
// Unload all global loaded data (i.e. fonts) here!
UnloadSpriteFont(font);
UnloadFont(font);
UnloadMusicStream(music);
UnloadSound(fxCoin);

+ 1
- 1
templates/advance_game/screens/screens.h Прегледај датотеку

@ -35,7 +35,7 @@ typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScree
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
SpriteFont font;
Font font;
Music music;
Sound fxCoin;

Loading…
Откажи
Сачувај