ColleagueRiley 4 kuukautta sitten
vanhempi
commit
f1cf7bf349
32 muutettua tiedostoa jossa 1305 lisäystä ja 394 poistoa
  1. +7
    -7
      BINDINGS.md
  2. +2
    -2
      HISTORY.md
  3. +1
    -1
      README.md
  4. +23
    -14
      build.zig
  5. +2
    -2
      examples/core/core_3d_camera_first_person.c
  6. +8
    -8
      examples/shaders/resources/shaders/glsl100/pbr.fs
  7. +10
    -2
      examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
  8. +13
    -13
      examples/shaders/resources/shaders/glsl330/sobel.fs
  9. +1
    -1
      examples/shaders/resources/shaders/glsl330/swirl.fs
  10. +1
    -1
      examples/shaders/shaders_basic_pbr.c
  11. +2
    -2
      parser/output/raylib_api.json
  12. +2
    -2
      parser/output/raylib_api.lua
  13. +2
    -2
      parser/output/raylib_api.txt
  14. +2
    -2
      parser/output/raylib_api.xml
  15. +387
    -0
      projects/VS2022/examples/models_bone_socket.vcxproj
  16. +387
    -0
      projects/VS2022/examples/shaders_vertex_displacement.vcxproj
  17. +38
    -0
      projects/VS2022/raylib.sln
  18. +24
    -27
      src/config.h
  19. +190
    -158
      src/external/RGFW.h
  20. +10
    -0
      src/platforms/rcore_android.c
  21. +13
    -16
      src/platforms/rcore_desktop_glfw.c
  22. +38
    -38
      src/platforms/rcore_desktop_rgfw.c
  23. +76
    -73
      src/platforms/rcore_desktop_sdl.c
  24. +10
    -0
      src/platforms/rcore_drm.c
  25. +10
    -0
      src/platforms/rcore_template.c
  26. +15
    -2
      src/platforms/rcore_web.c
  27. +2
    -0
      src/raudio.c
  28. +3
    -3
      src/raylib.h
  29. +13
    -5
      src/raymath.h
  30. +3
    -3
      src/rlgl.h
  31. +9
    -10
      src/rmodels.c
  32. +1
    -0
      src/rtext.c

+ 7
- 7
BINDINGS.md Näytä tiedosto

@ -7,7 +7,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| Name | raylib Version | Language | License |
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
| [raylib](https://github.com/raysan5/raylib) | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.0** | [Beef](https://www.beeflang.org) | MIT |
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
| [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT |
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
@ -23,11 +23,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [dart-raylib](https://gitlab.com/wolfenrain/dart-raylib) | 4.0 | [Dart](https://dart.dev) | MIT |
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.0** | [D](https://dlang.org) | Zlib |
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | 4.5 | [Fortran](https://fortran-lang.org) | ISC |
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.0** | [Go](https://golang.org) | Zlib |
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** |
@ -51,12 +51,12 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT |
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | 4.2 | [Python](https://www.python.org) | EPL-2.0 |
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 4.5 | [Python](https://www.python.org) | MIT |
| [raylib-py](https://github.com/overdev/raylib-py) | **5.0b1** | [Python](https://www.python.org) | MIT |
| [raylib-py](https://github.com/overdev/raylib-py) | 5.5 | [Python](https://www.python.org) | MIT |
| [raylib-python-ctypes](https://github.com/sDos280/raylib-python-ctypes) | 4.6-dev | [Python](https://www.python.org) | MIT |
| [raylib-pkpy-bindings](https://github.com/blueloveTH/pkpy-bindings) | 4.6-dev | [pocketpy](https://pocketpy.dev) | MIT |
| [raylib-php](https://github.com/joseph-montanez/raylib-php) | 4.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib |
@ -90,7 +90,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's paradigm.
| Name | raylib Version | Language | License |
| ---------------------------------------------------- | :------------: | :------------------------------------------: | :-----: |
| [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib |
| [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.5** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib |
| [claylib](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib |
| [rayed-bqn](https://github.com/Brian-ED/rayed-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |

+ 2
- 2
HISTORY.md Näytä tiedosto

@ -475,7 +475,7 @@ Undoubtedly, this is the **biggest raylib update in 10 years**. Many new feature
notes on raylib 5.5
-------------------
One year after raylib 5.0 release, arribes `raylib 5.5`, the next big revision of the library. It's been **11 years** since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date.
One year after raylib 5.0 release, arrives `raylib 5.5`, the next big revision of the library. It's been **11 years** since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date.
Some numbers for this release:
@ -487,7 +487,7 @@ Some numbers for this release:
Highlights for `raylib 5.5`:
- **`NEW` raylib pre-configured Windows package**: The new raylib **postable and self-contained Windows package** for `raylib 5.5`, intended for nobel devs that start in programming world, comes with one big addition: support for **C code building for Web platform with one-single-mouse-click!** For the last 10 years, the pre-configured raylib Windows package allowed to edit simple C projects on Notepad++ and easely compile Windows executables with an automatic script; this new release adds the possibility to compile the same C projects for Web platform with a simple mouse click. This new addition **greatly simplifies C to WebAssembly project building for new users**. The `raylib Windows Installer` package can be downloaded for free from [raylib on itch.io](https://raysan5.itch.io/raylib).
- **`NEW` raylib pre-configured Windows package**: The new raylib **portable and self-contained Windows package** for `raylib 5.5`, intended for nobel devs that start in programming world, comes with one big addition: support for **C code building for Web platform with one-single-mouse-click!** For the last 10 years, the pre-configured raylib Windows package allowed to edit simple C projects on Notepad++ and easely compile Windows executables with an automatic script; this new release adds the possibility to compile the same C projects for Web platform with a simple mouse click. This new addition **greatly simplifies C to WebAssembly project building for new users**. The `raylib Windows Installer` package can be downloaded for free from [raylib on itch.io](https://raysan5.itch.io/raylib).
- **`NEW` raylib project creator tool**: A brand new tool developed to help raylib users to **setup new projects in a professional way**. `raylib project creator` generates a complete project structure with **multiple build systems ready-to-use** and **GitHub CI/CD actions pre-configured**. It only requires providing some C files and basic project parameters! The tools is [free and open-source](https://raysan5.itch.io/raylib-project-creator), and [it can be used online](https://raysan5.itch.io/raylib-project-creator)!.

+ 1
- 1
README.md Näytä tiedosto

@ -14,7 +14,7 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
[![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/5.0)](https://github.com/raysan5/raylib/commits/master)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/5.5)](https://github.com/raysan5/raylib/commits/master)
[![GitHub Sponsors](https://img.shields.io/github/sponsors/raysan5?label=sponsors)](https://github.com/sponsors/raysan5)
[![Packaging Status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)

+ 23
- 14
build.zig Näytä tiedosto

@ -12,8 +12,6 @@ comptime {
}
fn setDesktopPlatform(raylib: *std.Build.Step.Compile, platform: PlatformBackend) void {
raylib.defineCMacro("PLATFORM_DESKTOP", null);
switch (platform) {
.glfw => raylib.defineCMacro("PLATFORM_DESKTOP_GLFW", null),
.rgfw => raylib.defineCMacro("PLATFORM_DESKTOP_RGFW", null),
@ -58,6 +56,7 @@ const config_h_flags = outer: {
var lines = std.mem.tokenizeScalar(u8, config_h, '\n');
while (lines.next()) |line| {
if (!std.mem.containsAtLeast(u8, line, 1, "SUPPORT")) continue;
if (std.mem.containsAtLeast(u8, line, 1, "MODULE")) continue;
if (std.mem.startsWith(u8, line, "//")) continue;
if (std.mem.startsWith(u8, line, "#if")) continue;
@ -94,10 +93,9 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
});
}
// Sets a flag indiciating the use of a custom `config.h`
try raylib_flags_arr.append("-DEXTERNAL_CONFIG_FLAGS");
if (options.config.len > 0) {
// Sets a flag indiciating the use of a custom `config.h`
try raylib_flags_arr.append("-DEXTERNAL_CONFIG_FLAGS");
// Splits a space-separated list of config flags into multiple flags
//
// Note: This means certain flags like `-x c++` won't be processed properly.
@ -126,6 +124,9 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
// Otherwise, append default value from config.h to compile flags
try raylib_flags_arr.append(flag);
}
} else {
// Set default config if no custome config got set
try raylib_flags_arr.appendSlice(&config_h_flags);
}
const raylib = if (options.shared)
@ -150,26 +151,32 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
var c_source_files = try std.ArrayList([]const u8).initCapacity(b.allocator, 2);
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" });
if (options.raudio) {
try c_source_files.append("src/raudio.c");
}
if (options.rmodels) {
try c_source_files.append("src/rmodels.c");
}
if (options.rshapes) {
try c_source_files.append("src/rshapes.c");
try raylib_flags_arr.append("-DSUPPORT_MODULE_RSHAPES");
}
if (options.rtextures) {
try c_source_files.append("src/rtextures.c");
try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXTURES");
}
if (options.rtext) {
try c_source_files.append("src/rtext.c");
try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXT");
}
if (options.rtextures) {
try c_source_files.append("src/rtextures.c");
if (options.rmodels) {
try c_source_files.append("src/rmodels.c");
try raylib_flags_arr.append("-DSUPPORT_MODULE_RMODELS");
}
if (options.raudio) {
try c_source_files.append("src/raudio.c");
try raylib_flags_arr.append("-DSUPPORT_MODULE_RAUDIO");
}
if (options.opengl_version != .auto) {
raylib.defineCMacro(options.opengl_version.toCMacroStr(), null);
}
raylib.addIncludePath(b.path("src/platforms"));
switch (target.result.os.tag) {
.windows => {
try c_source_files.append("src/rglfw.c");
@ -302,12 +309,14 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
}
pub fn addRaygui(b: *std.Build, raylib: *std.Build.Step.Compile, raygui_dep: *std.Build.Dependency) void {
const raylib_dep = b.dependencyFromBuildZig(@This(), .{});
var gen_step = b.addWriteFiles();
raylib.step.dependOn(&gen_step.step);
const raygui_c_path = gen_step.add("raygui.c", "#define RAYGUI_IMPLEMENTATION\n#include \"raygui.h\"\n");
raylib.addCSourceFile(.{ .file = raygui_c_path });
raylib.addIncludePath(raygui_dep.path("src"));
raylib.addIncludePath(raylib_dep.path("src"));
raylib.installHeader(raygui_dep.path("src/raygui.h"), "raygui.h");
}
@ -327,7 +336,7 @@ pub const Options = struct {
const defaults = Options{};
fn getOptions(b: *std.Build) Options {
pub fn getOptions(b: *std.Build) Options {
return .{
.platform = b.option(PlatformBackend, "platform", "Choose the platform backedn for desktop target") orelse defaults.platform,
.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,

+ 2
- 2
examples/core/core_3d_camera_first_person.c Näytä tiedosto

@ -115,7 +115,7 @@ int main(void)
// Update camera computes movement internally depending on the camera mode
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advance camera controls, it's reecommended to compute camera movement manually
// For advanced camera controls, it's recommended to compute camera movement manually
UpdateCamera(&camera, cameraMode); // Update camera
/*
@ -203,4 +203,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

+ 8
- 8
examples/shaders/resources/shaders/glsl100/pbr.fs Näytä tiedosto

@ -1,6 +1,6 @@
#version 100
precision mediump float;
precision highp float;
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
@ -17,12 +17,12 @@ struct Light {
};
// Input vertex attributes (from vertex shader)
varying in vec3 fragPosition;
varying in vec2 fragTexCoord;
varying in vec4 fragColor;
varying in vec3 fragNormal;
varying in vec4 shadowPos;
varying in mat3 TBN;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
varying vec4 shadowPos;
varying mat3 TBN;
// Input uniform values
@ -113,7 +113,7 @@ vec3 pbr(){
vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
vec3 Lo = vec3(0.0); // acumulate lighting lum
for(int i=0;i<err">numOfLights;++i){
for(int i=0;i<mi">4;++i){
vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
vec3 H = normalize(V + L); // calc halfway bisecting vector

+ 10
- 2
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs Näytä tiedosto

@ -1,14 +1,22 @@
#version 330
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
//out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor = texture(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = gl_FragCoord.z;
}

+ 13
- 13
examples/shaders/resources/shaders/glsl330/sobel.fs Näytä tiedosto

@ -20,22 +20,22 @@ void main()
float y = 1.0/resolution.y;
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
finalColor = vec4(edge, texture(texture0, fragTexCoord).a);
}

+ 1
- 1
examples/shaders/resources/shaders/glsl330/swirl.fs Näytä tiedosto

@ -41,7 +41,7 @@ void main()
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}

+ 1
- 1
examples/shaders/shaders_basic_pbr.c Näytä tiedosto

@ -22,7 +22,7 @@
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 120
#define GLSL_VERSION 100
#endif
#include <stdlib.h> // Required for: NULL

+ 2
- 2
parser/output/raylib_api.json Näytä tiedosto

@ -15,7 +15,7 @@
{
"name": "RAYLIB_VERSION_MINOR",
"type": "INT",
"value": 5,
"value": 6,
"description": ""
},
{
@ -27,7 +27,7 @@
{
"name": "RAYLIB_VERSION",
"type": "STRING",
"value": "5.5",
"value": "5.6-dev",
"description": ""
},
{

+ 2
- 2
parser/output/raylib_api.lua Näytä tiedosto

@ -15,7 +15,7 @@ return {
{
name = "RAYLIB_VERSION_MINOR",
type = "INT",
value = 5,
value = 6,
description = ""
},
{
@ -27,7 +27,7 @@ return {
{
name = "RAYLIB_VERSION",
type = "STRING",
value = "5.5",
value = "5.6-dev",
description = ""
},
{

+ 2
- 2
parser/output/raylib_api.txt Näytä tiedosto

@ -14,7 +14,7 @@ Define 002: RAYLIB_VERSION_MAJOR
Define 003: RAYLIB_VERSION_MINOR
Name: RAYLIB_VERSION_MINOR
Type: INT
Value: 5
Value: 6
Description:
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+ 2
- 2
parser/output/raylib_api.xml Näytä tiedosto

@ -3,9 +3,9 @@
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- 0
projects/VS2022/examples/models_bone_socket.vcxproj Näytä tiedosto

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+ 38
- 0
projects/VS2022/raylib.sln Näytä tiedosto

@ -305,6 +305,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap", "exampl
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@ -2585,6 +2589,38 @@ Global
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+ 24
- 27
src/config.h Näytä tiedosto

@ -71,6 +71,30 @@
// Enabling this flag allows manual control of the frame processes, use at your own risk
//#define SUPPORT_CUSTOM_FRAME_CONTROL 1
// Support for clipboard image loading
// NOTE: Only working on SDL3, GLFW (Windows) and RGFW (Windows)
#define SUPPORT_CLIPBOARD_IMAGE 1
// NOTE: Clipboard image loading requires support for some image file formats
// TODO: Those defines should probably be removed from here, I prefer to let the user manage them
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#ifndef SUPPORT_MODULE_RTEXTURES
#define SUPPORT_MODULE_RTEXTURES 1
#endif
#ifndef STBI_REQUIRED
#define STBI_REQUIRED
#endif
#ifndef SUPPORT_FILEFORMAT_BMP // For clipboard image on Windows
#define SUPPORT_FILEFORMAT_BMP 1
#endif
#ifndef SUPPORT_FILEFORMAT_PNG // Wayland uses png for prints, at least it was on 22 LTS ubuntu
#define SUPPORT_FILEFORMAT_PNG 1
#endif
#ifndef SUPPORT_FILEFORMAT_JPG
#define SUPPORT_FILEFORMAT_JPG 1
#endif
#endif
// rcore: Configuration values
//------------------------------------------------------------------------------------
@ -273,31 +297,4 @@
//------------------------------------------------------------------------------------
#define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
// Enable partial support for clipboard image, only working on SDL3 or
// being on both Windows OS + GLFW or Windows OS + RGFW
#define SUPPORT_CLIPBOARD_IMAGE 1
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#ifndef STBI_REQUIRED
#define STBI_REQUIRED
#endif
#ifndef SUPPORT_FILEFORMAT_BMP // For clipboard image on Windows
#define SUPPORT_FILEFORMAT_BMP 1
#endif
#ifndef SUPPORT_FILEFORMAT_PNG // Wayland uses png for prints, at least it was on 22 LTS ubuntu
#define SUPPORT_FILEFORMAT_PNG 1
#endif
#ifndef SUPPORT_FILEFORMAT_JPG
#define SUPPORT_FILEFORMAT_JPG 1
#endif
#ifndef SUPPORT_MODULE_RTEXTURES
#define SUPPORT_MODULE_RTEXTURES 1
#endif
#endif
#endif // CONFIG_H

+ 190
- 158
src/external/RGFW.h Näytä tiedosto

@ -88,6 +88,7 @@
Joshua Rowe (omnisci3nce) - bug fix, review (macOS)
@lesleyrs -> bug fix, review (OpenGL)
Nick Porcino (meshula) - testing, organization, review (MacOS, examples)
@DarekParodia -> code review (X11) (C++)
*/
#if _MSC_VER
@ -344,12 +345,12 @@ typedef RGFW_ENUM(u8, RGFW_event_types) {
RGFW_Event.button holds which mouse button was pressed
*/
RGFW_jsButtonPressed, /*!< a joystick button was pressed */
RGFW_jsButtonReleased, /*!< a joystick button was released */
RGFW_jsAxisMove, /*!< an axis of a joystick was moved*/
/*! joystick event note
RGFW_Event.joystick holds which joystick was altered, if any
RGFW_Event.button holds which joystick button was pressed
RGFW_gpButtonPressed, /*!< a gamepad button was pressed */
RGFW_gpButtonReleased, /*!< a gamepad button was released */
RGFW_gpAxisMove, /*!< an axis of a gamepad was moved*/
/*! gamepad event note
RGFW_Event.gamepad holds which gamepad was altered, if any
RGFW_Event.button holds which gamepad button was pressed
RGFW_Event.axis holds the data of all the axis
RGFW_Event.axisCount says how many axis there are
@ -398,26 +399,26 @@ typedef RGFW_ENUM(u8, RGFW_event_types) {
#define RGFW_CAPSLOCK (1L << 1)
#define RGFW_NUMLOCK (1L << 2)
/*! joystick button codes (based on xbox/playstation), you may need to change these values per controller */
#ifndef RGFW_joystick_codes
typedef RGFW_ENUM(u8, RGFW_joystick_codes) {
RGFW_JS_A = 0, /*!< or PS X button */
RGFW_JS_B = 1, /*!< or PS circle button */
RGFW_JS_Y = 2, /*!< or PS triangle button */
RGFW_JS_X = 3, /*!< or PS square button */
RGFW_JS_START = 9, /*!< start button */
RGFW_JS_SELECT = 8, /*!< select button */
RGFW_JS_HOME = 10, /*!< home button */
RGFW_JS_UP = 13, /*!< dpad up */
RGFW_JS_DOWN = 14, /*!< dpad down*/
RGFW_JS_LEFT = 15, /*!< dpad left */
RGFW_JS_RIGHT = 16, /*!< dpad right */
RGFW_JS_L1 = 4, /*!< left bump */
RGFW_JS_L2 = 5, /*!< left trigger*/
RGFW_JS_R1 = 6, /*!< right bumper */
RGFW_JS_R2 = 7, /*!< right trigger */
RGFW_JS_L3 = 11, /* left thumb stick */
RGFW_JS_R3 = 12 /*!< right thumb stick */
/*! gamepad button codes (based on xbox/playstation), you may need to change these values per controller */
#ifndef RGFW_gamepad_codes
typedef RGFW_ENUM(u8, RGFW_gamepad_codes) {
RGFW_GP_A = 0, /*!< or PS X button */
RGFW_GP_B = 1, /*!< or PS circle button */
RGFW_GP_Y = 2, /*!< or PS triangle button */
RGFW_GP_X = 3, /*!< or PS square button */
RGFW_GP_START = 9, /*!< start button */
RGFW_GP_SELECT = 8, /*!< select button */
RGFW_GP_HOME = 10, /*!< home button */
RGFW_GP_UP = 13, /*!< dpad up */
RGFW_GP_DOWN = 14, /*!< dpad down*/
RGFW_GP_LEFT = 15, /*!< dpad left */
RGFW_GP_RIGHT = 16, /*!< dpad right */
RGFW_GP_L1 = 4, /*!< left bump */
RGFW_GP_L2 = 5, /*!< left trigger*/
RGFW_GP_R1 = 6, /*!< right bumper */
RGFW_GP_R2 = 7, /*!< right trigger */
RGFW_GP_L3 = 11, /* left thumb stick */
RGFW_GP_R3 = 12 /*!< right thumb stick */
};
#endif
@ -489,10 +490,10 @@ typedef struct RGFW_Event {
u8 lockState;
u8 button; /* !< which mouse (or joystick) button was pressed */
u8 button; /* !< which mouse (or gamepad) button was pressed */
double scroll; /*!< the raw mouse scroll value */
u16 joystick; /*! which joystick this event applies to (if applicable to any) */
u16 gamepad; /*! which gamepad this event applies to (if applicable to any) */
u8 axisesCount; /*!< number of axises */
u8 whichAxis; /* which axis was effected */
@ -634,6 +635,8 @@ RGFWDEF void RGFW_setClassName(char* name);
/*! this has to be set before createWindow is called, else the fulscreen size is used */
RGFWDEF void RGFW_setBufferSize(RGFW_area size); /*!< the buffer cannot be resized (by RGFW) */
/* NOTE: (windows)If the executable has an icon resource named RGFW_ICON, it will be set as the initial icon for the window.*/
RGFWDEF RGFW_window* RGFW_createWindow(
const char* name, /* name of the window */
RGFW_rect rect, /* rect of window */
@ -873,10 +876,10 @@ typedef void (* RGFW_windowrefreshfunc)(RGFW_window* win);
typedef void (* RGFW_keyfunc)(RGFW_window* win, u32 keycode, char keyName[16], u8 lockState, b8 pressed);
/*! RGFW_mouseButtonPressed / RGFW_mouseButtonReleased, the window that got the event, the button that was pressed, the scroll value, if it was a press (else it's a release) */
typedef void (* RGFW_mousebuttonfunc)(RGFW_window* win, u8 button, double scroll, b8 pressed);
/*! RGFW_jsButtonPressed / RGFW_jsButtonReleased, the window that got the event, the button that was pressed, the scroll value, if it was a press (else it's a release) */
typedef void (* RGFW_jsButtonfunc)(RGFW_window* win, u16 joystick, u8 button, b8 pressed);
/*! RGFW_jsAxisMove, the window that got the event, the joystick in question, the axis values and the amount of axises */
typedef void (* RGFW_jsAxisfunc)(RGFW_window* win, u16 joystick, RGFW_point axis[2], u8 axisesCount);
/*!gp /gp, the window that got the event, the button that was pressed, the scroll value, if it was a press (else it's a release) */
typedef void (* RGFW_gpButtonfunc)(RGFW_window* win, u16 gamepad, u8 button, b8 pressed);
/*! RGFW_gpAxisMove, the window that got the event, the gamepad in question, the axis values and the amount of axises */
typedef void (* RGFW_gpAxisfunc)(RGFW_window* win, u16 gamepad, RGFW_point axis[2], u8 axisesCount);
/*! RGFW_dnd, the window that had the drop, the drop data and the amount files dropped returns previous callback function (if it was set) */
@ -908,9 +911,9 @@ RGFWDEF RGFW_keyfunc RGFW_setKeyCallback(RGFW_keyfunc func);
/*! set callback for a mouse button (press / release ) event returns previous callback function (if it was set) */
RGFWDEF RGFW_mousebuttonfunc RGFW_setMouseButtonCallback(RGFW_mousebuttonfunc func);
/*! set callback for a controller button (press / release ) event returns previous callback function (if it was set) */
RGFWDEF RGFW_jsButtonfunc RGFW_setjsButtonCallback(RGFW_jsButtonfunc func);
/*! set callback for a joystick axis mov event returns previous callback function (if it was set) */
RGFWDEF RGFW_jsAxisfunc RGFW_setjsAxisCallback(RGFW_jsAxisfunc func);
RGFWDEF RGFW_gpButtonfunc RGFW_setgpButtonCallback(RGFW_gpButtonfunc func);
/*! set callback for a gamepad axis mov event returns previous callback function (if it was set) */
RGFWDEF RGFW_gpAxisfunc RGFW_setgpAxisCallback(RGFW_gpAxisfunc func);
/** @} */
@ -941,15 +944,15 @@ RGFWDEF RGFW_jsAxisfunc RGFW_setjsAxisCallback(RGFW_jsAxisfunc func);
/** @} */
/** * @defgroup joystick
/** * @defgroup gamepad
* @{ */
/*! joystick count starts at 0*/
/*!< register joystick to window based on a number (the number is based on when it was connected eg. /dev/js0)*/
RGFWDEF u16 RGFW_registerJoystick(RGFW_window* win, i32 jsNumber);
RGFWDEF u16 RGFW_registerJoystickF(RGFW_window* win, char* file);
/*! gamepad count starts at 0*/
/*!< register gamepad to window based on a number (the number is based on when it was connected eg. /dev/js0)*/
RGFWDEF u16 RGFW_registerGamepad(RGFW_window* win, i32 gpNumber);
RGFWDEF u16 RGFW_registerGamepadF(RGFW_window* win, char* file);
RGFWDEF u32 RGFW_isPressedJS(RGFW_window* win, u16 controller, u8 button);
RGFWDEF u32 RGFW_isPressedGP(RGFW_window* win, u16 controller, u8 button);
/** @} */
@ -1446,11 +1449,11 @@ char RGFW_keyCodeToCharAuto(u32 keycode, u8 lockState) { return RGFW_keyCodeToCh
this is the end of keycode data
*/
/* joystick data */
u8 RGFW_jsPressed[4][16]; /*!< if a key is currently pressed or not (per joystick) */
/* gamepad data */
u8 RGFW_gpPressed[4][16]; /*!< if a key is currently pressed or not (per gamepad) */
i32 RGFW_joysticks[4]; /*!< limit of 4 joysticks at a time */
u16 RGFW_joystickCount; /*!< the actual amount of joysticks */
i32 RGFW_gamepads[4]; /*!< limit of 4 gamepads at a time */
u16 RGFW_gamepadCount; /*!< the actual amount of gamepads */
/*
event callback defines start here
@ -1472,8 +1475,8 @@ void RGFW_dndInitfuncEMPTY(RGFW_window* win, RGFW_point point) {RGFW_UNUSED(win)
void RGFW_windowrefreshfuncEMPTY(RGFW_window* win) {RGFW_UNUSED(win); }
void RGFW_keyfuncEMPTY(RGFW_window* win, u32 keycode, char keyName[16], u8 lockState, b8 pressed) {RGFW_UNUSED(win); RGFW_UNUSED(keycode); RGFW_UNUSED(keyName); RGFW_UNUSED(lockState); RGFW_UNUSED(pressed);}
void RGFW_mousebuttonfuncEMPTY(RGFW_window* win, u8 button, double scroll, b8 pressed) {RGFW_UNUSED(win); RGFW_UNUSED(button); RGFW_UNUSED(scroll); RGFW_UNUSED(pressed);}
void RGFW_jsButtonfuncEMPTY(RGFW_window* win, u16 joystick, u8 button, b8 pressed){RGFW_UNUSED(win); RGFW_UNUSED(joystick); RGFW_UNUSED(button); RGFW_UNUSED(pressed); }
void RGFW_jsAxisfuncEMPTY(RGFW_window* win, u16 joystick, RGFW_point axis[2], u8 axisesCount){RGFW_UNUSED(win); RGFW_UNUSED(joystick); RGFW_UNUSED(axis); RGFW_UNUSED(axisesCount); }
void RGFW_gpButtonfuncEMPTY(RGFW_window* win, u16 gamepad, u8 button, b8 pressed){RGFW_UNUSED(win); RGFW_UNUSED(gamepad); RGFW_UNUSED(button); RGFW_UNUSED(pressed); }
void RGFW_gpAxisfuncEMPTY(RGFW_window* win, u16 gamepad, RGFW_point axis[2], u8 axisesCount){RGFW_UNUSED(win); RGFW_UNUSED(gamepad); RGFW_UNUSED(axis); RGFW_UNUSED(axisesCount); }
#ifdef RGFW_ALLOC_DROPFILES
void RGFW_dndfuncEMPTY(RGFW_window* win, char** droppedFiles, u32 droppedFilesCount) {RGFW_UNUSED(win); RGFW_UNUSED(droppedFiles); RGFW_UNUSED(droppedFilesCount);}
@ -1492,8 +1495,8 @@ RGFW_dndfunc RGFW_dndCallback = RGFW_dndfuncEMPTY;
RGFW_dndInitfunc RGFW_dndInitCallback = RGFW_dndInitfuncEMPTY;
RGFW_keyfunc RGFW_keyCallback = RGFW_keyfuncEMPTY;
RGFW_mousebuttonfunc RGFW_mouseButtonCallback = RGFW_mousebuttonfuncEMPTY;
RGFW_jsButtonfunc RGFW_jsButtonCallback = RGFW_jsButtonfuncEMPTY;
RGFW_jsAxisfunc RGFW_jsAxisCallback = RGFW_jsAxisfuncEMPTY;
RGFW_gpButtonfunc RGFW_gpButtonCallback = RGFW_gpButtonfuncEMPTY;
RGFW_gpAxisfunc RGFW_gpAxisCallback = RGFW_gpAxisfuncEMPTY;
void RGFW_window_checkEvents(RGFW_window* win, i32 waitMS) {
RGFW_window_eventWait(win, waitMS);
@ -1564,14 +1567,14 @@ RGFW_mousebuttonfunc RGFW_setMouseButtonCallback(RGFW_mousebuttonfunc func) {
RGFW_mouseButtonCallback = func;
return prev;
}
RGFW_jsButtonfunc RGFW_setjsButtonCallback(RGFW_jsButtonfunc func) {
RGFW_jsButtonfunc prev = (RGFW_jsButtonCallback == RGFW_jsButtonfuncEMPTY) ? NULL : RGFW_jsButtonCallback;
RGFW_jsButtonCallback = func;
RGFW_gpButtonfunc RGFW_setgpButtonCallback(RGFW_gpButtonfunc func) {
RGFW_gpButtonfunc prev = (RGFW_gpButtonCallback == RGFW_gpButtonfuncEMPTY) ? NULL : RGFW_gpButtonCallback;
RGFW_gpButtonCallback = func;
return prev;
}
RGFW_jsAxisfunc RGFW_setjsAxisCallback(RGFW_jsAxisfunc func) {
RGFW_jsAxisfunc prev = (RGFW_jsAxisCallback == RGFW_jsAxisfuncEMPTY) ? NULL : RGFW_jsAxisCallback;
RGFW_jsAxisCallback = func;
RGFW_gpAxisfunc RGFW_setgpAxisCallback(RGFW_gpAxisfunc func) {
RGFW_gpAxisfunc prev = (RGFW_gpAxisCallback == RGFW_gpAxisfuncEMPTY) ? NULL : RGFW_gpAxisCallback;
RGFW_gpAxisCallback = func;
return prev;
}
/*
@ -1633,7 +1636,7 @@ RGFW_window* RGFW_window_basic_init(RGFW_rect rect, u16 args) {
win->r = rect;
win->event.inFocus = 1;
win->event.droppedFilesCount = 0;
RGFW_joystickCount = 0;
RGFW_gamepadCount = 0;
win->_winArgs = 0;
win->event.lockState = 0;
@ -1812,9 +1815,9 @@ u32 RGFW_window_checkFPS(RGFW_window* win, u32 fpsCap) {
return output_fps;
}
u32 RGFW_isPressedJS(RGFW_window* win, u16 c, u8 button) {
u32 RGFW_isPressedGP(RGFW_window* win, u16 c, u8 button) {
RGFW_UNUSED(win);
return RGFW_jsPressed[c][button];
return RGFW_gpPressed[c][button];
}
#if defined(RGFW_X11) || defined(RGFW_WINDOWS)
@ -2272,33 +2275,33 @@ This is where OS specific stuff starts
#include <fcntl.h>
#include <unistd.h>
RGFW_Event* RGFW_linux_updateJoystick(RGFW_window* win) {
RGFW_Event* RGFW_linux_updateGamepad(RGFW_window* win) {
u8 i;
for (i = 0; i < RGFW_joystickCount; i++) {
for (i = 0; i < RGFW_gamepadCount; i++) {
struct js_event e;
if (RGFW_joysticks[i] == 0)
if (RGFW_gamepads[i] == 0)
continue;
i32 flags = fcntl(RGFW_joysticks[i], F_GETFL, 0);
fcntl(RGFW_joysticks[i], F_SETFL, flags | O_NONBLOCK);
i32 flags = fcntl(RGFW_gamepads[i], F_GETFL, 0);
fcntl(RGFW_gamepads[i], F_SETFL, flags | O_NONBLOCK);
ssize_t bytes;
while ((bytes = read(RGFW_joysticks[i], &e, sizeof(e))) > 0) {
while ((bytes = read(RGFW_gamepads[i], &e, sizeof(e))) > 0) {
switch (e.type) {
case JS_EVENT_BUTTON:
win->event.type = e.value ? RGFW_jsButtonPressed : RGFW_jsButtonReleased;
win->event.type = e.value ? RGFW_gpButtonPressed : RGFW_gpButtonReleased;
win->event.button = e.number;
RGFW_jsPressed[i][e.number + 1] = e.value;
RGFW_jsButtonCallback(win, i, e.number, e.value);
RGFW_gpPressed[i][e.number + 1] = e.value;
RGFW_gpButtonCallback(win, i, e.number, e.value);
return &win->event;
case JS_EVENT_AXIS: {
size_t axis = e.number / 2;
if (axis == 2) axis = 1;
ioctl(RGFW_joysticks[i], JSIOCGAXES, &win->event.axisesCount);
ioctl(RGFW_gamepads[i], JSIOCGAXES, &win->event.axisesCount);
win->event.axisesCount = 2;
if (axis < 3) {
@ -2309,10 +2312,10 @@ This is where OS specific stuff starts
}
}
win->event.type = RGFW_jsAxisMove;
win->event.joystick = i;
win->event.type = RGFW_gpAxisMove;
win->event.gamepad = i;
win->event.whichAxis = axis;
RGFW_jsAxisCallback(win, i, win->event.axis, win->event.axisesCount);
RGFW_gpAxisCallback(win, i, win->event.axis, win->event.axisesCount);
return &win->event;
}
default: break;
@ -2785,7 +2788,7 @@ Start of Linux / Unix defines
win->event.type = 0;
#ifdef __linux__
RGFW_Event* event = RGFW_linux_updateJoystick(win);
RGFW_Event* event = RGFW_linux_updateGamepad(win);
if (event != NULL)
return event;
#endif
@ -2805,7 +2808,7 @@ Start of Linux / Unix defines
u32 i;
win->event.type = 0;
XEvent reply = { ClientMessage };
switch (E.type) {
case KeyPress:
@ -2944,7 +2947,6 @@ Start of Linux / Unix defines
if ((win->_winArgs & RGFW_ALLOW_DND) == 0)
break;
XEvent reply = { ClientMessage };
reply.xclient.window = xdnd.source;
reply.xclient.format = 32;
reply.xclient.data.l[0] = (long) win->src.window;
@ -3963,8 +3965,8 @@ Start of Linux / Unix defines
}
u8 i;
for (i = 0; i < RGFW_joystickCount; i++)
close(RGFW_joysticks[i]);
for (i = 0; i < RGFW_gamepadCount; i++)
close(RGFW_gamepads[i]);
}
/* set cleared display / window to NULL for error checking */
@ -3987,43 +3989,43 @@ Start of Linux / Unix defines
#include <fcntl.h>
#include <poll.h>
#include <unistd.h>
u16 RGFW_registerJoystickF(RGFW_window* win, char* file) {
u16 RGFW_registerGamepadF(RGFW_window* win, char* file) {
assert(win != NULL);
#ifdef __linux__
i32 js = open(file, O_RDONLY);
if (js && RGFW_joystickCount < 4) {
RGFW_joystickCount++;
if (js && RGFW_gamepadCount < 4) {
RGFW_gamepadCount++;
RGFW_joysticks[RGFW_joystickCount - 1] = open(file, O_RDONLY);
RGFW_gamepads[RGFW_gamepadCount - 1] = open(file, O_RDONLY);
u8 i;
for (i = 0; i < 16; i++)
RGFW_jsPressed[RGFW_joystickCount - 1][i] = 0;
RGFW_gpPressed[RGFW_gamepadCount - 1][i] = 0;
}
else {
#ifdef RGFW_PRINT_ERRORS
RGFW_error = 1;
fprintf(stderr, "Error RGFW_registerJoystickF : Cannot open file %s\n", file);
fprintf(stderr, "Error RGFW_registerGamepadF : Cannot open file %s\n", file);
#endif
}
return RGFW_joystickCount - 1;
return RGFW_gamepadCount - 1;
#endif
}
u16 RGFW_registerJoystick(RGFW_window* win, i32 jsNumber) {
u16 RGFW_registerGamepad(RGFW_window* win, i32 gpNumber) {
assert(win != NULL);
#ifdef __linux__
char file[15];
sprintf(file, "/dev/input/js%i", jsNumber);
sprintf(file, "/dev/input/js%i", gpNumber);
return RGFW_registerJoystickF(win, file);
return RGFW_registerGamepadF(win, file);
#endif
}
@ -4059,7 +4061,7 @@ Start of Linux / Unix defines
{ ConnectionNumber(win->src.display), POLLIN, 0 },
#endif
{ RGFW_eventWait_forceStop[0], POLLIN, 0 },
#ifdef __linux__ /* blank space for 4 joystick files*/
#ifdef __linux__ /* blank space for 4 gamepad files*/
{ -1, POLLIN, 0 }, {-1, POLLIN, 0 }, {-1, POLLIN, 0 }, {-1, POLLIN, 0}
#endif
};
@ -4067,11 +4069,11 @@ Start of Linux / Unix defines
u8 index = 2;
#if defined(__linux__)
for (i = 0; i < RGFW_joystickCount; i++) {
if (RGFW_joysticks[i] == 0)
for (i = 0; i < RGFW_gamepadCount; i++) {
if (RGFW_gamepads[i] == 0)
continue;
fds[index].fd = RGFW_joysticks[i];
fds[index].fd = RGFW_gamepads[i];
index++;
}
#endif
@ -4757,7 +4759,7 @@ static const struct wl_callback_listener wl_surface_frame_listener = {
}
#ifdef __linux__
RGFW_Event* event = RGFW_linux_updateJoystick(win);
RGFW_Event* event = RGFW_linux_updateGamepad(win);
if (event != NULL)
return event;
#endif
@ -5083,7 +5085,7 @@ static const struct wl_callback_listener wl_surface_frame_listener = {
#define wglGetSwapIntervalEXT wglGetSwapIntervalEXTSrc
void* RGFWjoystickApi = NULL;
void* RGFWgamepadApi = NULL;
/* these two wgl functions need to be preloaded */
typedef HGLRC (WINAPI *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hdc, HGLRC hglrc, const int *attribList);
@ -5198,22 +5200,29 @@ static HMODULE wglinstance = NULL;
u32 i;
static const char* names[] = {
"xinput1_4.dll",
"xinput1_3.dll",
"xinput9_1_0.dll",
"xinput1_2.dll",
"xinput1_1.dll"
};
for (i = 0; i < sizeof(names) / sizeof(const char*); i++) {
for (i = 0; i < sizeof(names) / sizeof(const char*) && (XInputGetStateSRC == NULL || XInputGetStateSRC != NULL); i++) {
RGFW_XInput_dll = LoadLibraryA(names[i]);
if (RGFW_XInput_dll) {
if (RGFW_XInput_dll == NULL)
continue;
if (XInputGetStateSRC == NULL)
XInputGetStateSRC = (PFN_XInputGetState)(void*)GetProcAddress(RGFW_XInput_dll, "XInputGetState");
if (XInputGetStateSRC == NULL)
printf("Failed to load XInputGetState");
}
if (XInputGetKeystrokeSRC == NULL)
XInputGetKeystrokeSRC = (PFN_XInputGetKeystroke)(void*)GetProcAddress(RGFW_XInput_dll, "XInputGetKeystroke");
}
if (XInputGetStateSRC == NULL)
printf("RGFW ERR: Failed to load XInputGetState\n");
if (XInputGetKeystrokeSRC == NULL)
printf("RGFW ERR: Failed to load XInputGetKeystroke\n");
}
#endif
@ -5288,7 +5297,7 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
if (RGFW_Shcore_dll == NULL) {
RGFW_Shcore_dll = LoadLibraryA("shcore.dll");
GetDpiForMonitorSRC = (PFN_GetDpiForMonitor)(void*)GetProcAddress(RGFW_Shcore_dll, "GetDpiForMonitor");
#if defined(_WIN64) || (_WIN32_WINNT >= 0x0600)
#if (_WIN32_WINNT >= 0x0600)
SetProcessDPIAware();
#endif
}
@ -5333,6 +5342,11 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
Class.hCursor = LoadCursor(NULL, IDC_ARROW);
Class.lpfnWndProc = WndProc;
Class.hIcon = LoadImageA(GetModuleHandleW(NULL), "RGFW_ICON", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED);
if (Class.hIcon == NULL) {
Class.hIcon = LoadImageA(NULL, IDI_APPLICATION, IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED);
}
RegisterClassA(&Class);
DWORD window_style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
@ -5345,7 +5359,8 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
if (!(args & RGFW_NO_RESIZE))
window_style |= WS_SIZEBOX | WS_MAXIMIZEBOX | WS_THICKFRAME;
} else
window_style |= WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_MINIMIZEBOX;
window_style |= WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_MINIMIZEBOX;
HWND dummyWin = CreateWindowA(Class.lpszClassName, name, window_style, win->r.x, win->r.y, win->r.w, win->r.h, 0, 0, inh, 0);
@ -5637,26 +5652,27 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
u8 RGFW_xinput2RGFW[] = {
RGFW_JS_A, /* or PS X button */
RGFW_JS_B, /* or PS circle button */
RGFW_JS_X, /* or PS square button */
RGFW_JS_Y, /* or PS triangle button */
RGFW_JS_R1, /* right bumper */
RGFW_JS_L1, /* left bump */
RGFW_JS_L2, /* left trigger*/
RGFW_JS_R2, /* right trigger */
RGFW_GP_A, /* or PS X button */
RGFW_GP_B, /* or PS circle button */
RGFW_GP_X, /* or PS square button */
RGFW_GP_Y, /* or PS triangle button */
RGFW_GP_R1, /* right bumper */
RGFW_GP_L1, /* left bump */
RGFW_GP_L2, /* left trigger*/
RGFW_GP_R2, /* right trigger */
0, 0, 0, 0, 0, 0, 0, 0,
RGFW_JS_UP, /* dpad up */
RGFW_JS_DOWN, /* dpad down*/
RGFW_JS_LEFT, /* dpad left */
RGFW_JS_RIGHT, /* dpad right */
RGFW_JS_START, /* start button */
RGFW_JS_SELECT/* select button */
RGFW_GP_UP, /* dpad up */
RGFW_GP_DOWN, /* dpad down*/
RGFW_GP_LEFT, /* dpad left */
RGFW_GP_RIGHT, /* dpad right */
RGFW_GP_START, /* start button */
RGFW_GP_SELECT,/* select button */
RGFW_GP_L3,
RGFW_GP_R3,
};
static i32 RGFW_checkXInput(RGFW_window* win, RGFW_Event* e) {
RGFW_UNUSED(win)
size_t i;
for (i = 0; i < 4; i++) {
XINPUT_KEYSTROKE keystroke;
@ -5669,14 +5685,14 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
if ((keystroke.Flags & XINPUT_KEYSTROKE_REPEAT) == 0 && result != ERROR_EMPTY) {
if (result != ERROR_SUCCESS)
return 0;
if (keystroke.VirtualKey > VK_PAD_BACK)
if (keystroke.VirtualKey > VK_PAD_RTHUMB_PRESS)
continue;
// RGFW_jsButtonPressed + 1 = RGFW_jsButtonReleased
e->type = RGFW_jsButtonPressed + !(keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN);
//gp + 1 = RGFW_gpButtonReleased
e->type = RGFW_gpButtonPressed + !(keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN);
e->button = RGFW_xinput2RGFW[keystroke.VirtualKey - 0x5800];
RGFW_jsPressed[i][e->button] = !(keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN);
RGFW_gpPressed[i][e->button] = !(keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN);
return 1;
}
@ -5686,6 +5702,7 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
XInputGetState((DWORD) i, &state) == ERROR_DEVICE_NOT_CONNECTED
)
return 0;
#define INPUT_DEADZONE ( 0.24f * (float)(0x7FFF) ) // Default to 24% of the +/- 32767 range. This is a reasonable default value but can be altered if needed.
if ((state.Gamepad.sThumbLX < INPUT_DEADZONE &&
@ -5707,22 +5724,26 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
}
e->axisesCount = 2;
RGFW_point axis1 = RGFW_POINT(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
RGFW_point axis2 = RGFW_POINT(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
RGFW_point axis1 = RGFW_POINT(p">((float)state.Gamepad.sThumbLX / 32768.0f) * 100, p">((float)state.Gamepad.sThumbLY / -32768.0f) * 100);
RGFW_point axis2 = RGFW_POINT(p">((float)state.Gamepad.sThumbRX / 32768.0f) * 100, p">((float)state.Gamepad.sThumbRY / -32768.0f) * 100);
if (axis1.x != e->axis[0].x || axis1.y != e->axis[0].y || axis2.x != e->axis[1].x || axis2.y != e->axis[1].y) {
win->event.whichAxis = p">(axis1.x != e->axis[0].x || axis1.y != e->axis[0].y) ? 0 : 1;
if (axis1.x != e->axis[0].x || axis1.y != e->axis[0].y){
win->event.whichAxis = 0;
e->type = RGFW_jsAxisMove;
e->type = RGFW_gpAxisMove;
e->axis[0] = axis1;
e->axis[1] = axis2;
return 1;
}
e->axis[0] = axis1;
e->axis[1] = axis2;
if (axis2.x != e->axis[1].x || axis2.y != e->axis[1].y) {
win->event.whichAxis = 1;
e->type = RGFW_gpAxisMove;
e->axis[1] = axis2;
return 1;
}
}
return 0;
@ -6517,19 +6538,19 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
CloseClipboard();
}
u16 RGFW_registerJoystick(RGFW_window* win, i32 jsNumber) {
u16 RGFW_registerGamepad(RGFW_window* win, i32 gpNumber) {
assert(win != NULL);
RGFW_UNUSED(jsNumber)
RGFW_UNUSED(gpNumber)
return RGFW_registerJoystickF(win, (char*) "");
return RGFW_registerGamepadF(win, (char*) "");
}
u16 RGFW_registerJoystickF(RGFW_window* win, char* file) {
u16 RGFW_registerGamepadF(RGFW_window* win, char* file) {
assert(win != NULL);
RGFW_UNUSED(file)
return RGFW_joystickCount - 1;
return RGFW_gamepadCount - 1;
}
void RGFW_window_moveMouse(RGFW_window* win, RGFW_point p) {
@ -8127,20 +8148,20 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
NSPasteBoard_setString(NSPasteboard_generalPasteboard(), text, NSPasteboardTypeString);
}
u16 RGFW_registerJoystick(RGFW_window* win, i32 jsNumber) {
RGFW_UNUSED(jsNumber);
u16 RGFW_registerGamepad(RGFW_window* win, i32 gpNumber) {
RGFW_UNUSED(gpNumber);
assert(win != NULL);
return RGFW_registerJoystickF(win, (char*) "");
return RGFW_registerGamepadF(win, (char*) "");
}
u16 RGFW_registerJoystickF(RGFW_window* win, char* file) {
u16 RGFW_registerGamepadF(RGFW_window* win, char* file) {
RGFW_UNUSED(file);
assert(win != NULL);
return RGFW_joystickCount - 1;
return RGFW_gamepadCount - 1;
}
#ifdef RGFW_OPENGL
@ -8343,17 +8364,28 @@ EM_BOOL Emscripten_on_fullscreenchange(int eventType, const EmscriptenFullscreen
RGFW_root->r = RGFW_RECT(0, 0, e->screenWidth, e->screenHeight);
EM_ASM("Module.canvas.focus();");
if (fullscreen == RGFW_FALSE) {
RGFW_root->r = RGFW_RECT(0, 0, ogRect.w, ogRect.h);
// emscripten_request_fullscreen("#canvas", 0);
} else {
#if __EMSCRIPTEN_major__ >= 1 && __EMSCRIPTEN_minor__ >= 29 && __EMSCRIPTEN_tiny__ >= 0
EmscriptenFullscreenStrategy FSStrat = {0};
FSStrat.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH;//EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT;// : EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH;
FSStrat.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_HIDEF;
FSStrat.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT;
emscripten_request_fullscreen_strategy("#canvas", 1, &FSStrat);
#else
emscripten_request_fullscreen("#canvas", 1);
#endif
}
emscripten_set_canvas_element_size("#canvas", RGFW_root->r.w, RGFW_root->r.h);
#ifdef LEGACY_GL_EMULATION
EM_ASM("Module.canvas.focus()");
#endif
RGFW_windowResizeCallback(RGFW_root, RGFW_root->r);
return EM_TRUE;
}
@ -8509,7 +8541,7 @@ EM_BOOL Emscripten_on_gamepad(int eventType, const EmscriptenGamepadEvent *gamep
if (gamepadEvent->index >= 4)
return 0;
RGFW_joysticks[gamepadEvent->index] = gamepadEvent->connected;
RGFW_gamepads[gamepadEvent->index] = gamepadEvent->connected;
return 1; // The event was consumed by the callback handler
}
@ -8729,7 +8761,7 @@ RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
emscripten_sample_gamepad_data();
/* check gamepads */
for (int i = 0; (i < emscripten_get_num_gamepads()) && (i < 4); i++) {
if (RGFW_joysticks[i] == 0)
if (RGFW_gamepads[i] == 0)
continue;
EmscriptenGamepadEvent gamepadState;
@ -8739,11 +8771,11 @@ RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < 16); j++) {
u32 map[] = {
RGFW_JS_A, RGFW_JS_B, RGFW_JS_X, RGFW_JS_Y,
RGFW_JS_L1, RGFW_JS_R1, RGFW_JS_L2, RGFW_JS_R2,
RGFW_JS_SELECT, RGFW_JS_START,
RGFW_JS_L3, RGFW_JS_R3,
RGFW_JS_UP, RGFW_JS_DOWN, RGFW_JS_LEFT, RGFW_JS_RIGHT
RGFW_GP_A, RGFW_GP_B, RGFW_GP_X, RGFW_GP_Y,
RGFW_GP_L1, RGFW_GP_R1, RGFW_GP_L2, RGFW_GP_R2,
RGFW_GP_SELECT, RGFW_GP_START,
RGFW_GP_L3, RGFW_GP_R3,
RGFW_GP_UP, RGFW_GP_DOWN, RGFW_GP_LEFT, RGFW_GP_RIGHT
};
@ -8751,15 +8783,15 @@ RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
if (button == 404)
continue;
if (RGFW_jsPressed[i][button] != gamepadState.digitalButton[j]) {
if (RGFW_gpPressed[i][button] != gamepadState.digitalButton[j]) {
if (gamepadState.digitalButton[j])
win->event.type = RGFW_jsButtonPressed;
win->event.type = RGFW_gpButtonPressed;
else
win->event.type = RGFW_jsButtonReleased;
win->event.type = RGFW_gpButtonReleased;
win->event.joystick = i;
win->event.gamepad = i;
win->event.button = map[j];
RGFW_jsPressed[i][button] = gamepadState.digitalButton[j];
RGFW_gpPressed[i][button] = gamepadState.digitalButton[j];
return &win->event;
}
}
@ -8771,8 +8803,8 @@ RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
) {
win->event.axis[j / 2].x = (i8)(gamepadState.axis[j] * 100.0f);
win->event.axis[j / 2].y = (i8)(gamepadState.axis[j + 1] * 100.0f);
win->event.type = RGFW_jsAxisMove;
win->event.joystick = i;
win->event.type = RGFW_gpAxisMove;
win->event.gamepad = i;
win->event.whichAxis = j / 2;
return &win->event;
}

+ 10
- 0
src/platforms/rcore_android.c Näytä tiedosto

@ -515,6 +515,16 @@ const char *GetClipboardText(void)
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void)
{

+ 13
- 16
src/platforms/rcore_desktop_glfw.c Näytä tiedosto

@ -68,7 +68,7 @@
// NOTE: Those functions require linking with winmm library
//#pragma warning(disable: 4273)
__declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
//#pragma warning(default: 4273)
//#pragma warning(default: 4273)
#endif
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__)
@ -967,32 +967,29 @@ const char *GetClipboardText(void)
return glfwGetClipboardString(platform.handle);
}
#if defined(SUPPORT_CLIPBOARD_IMAGE)
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = {0};
Image image = { 0 };
#if defined(SUPPORT_CLIPBOARD_IMAGE)
#if defined(_WIN32)
unsigned long long int dataSize = 0;
void* fileData = NULL;
void *fileData = NULL;
int width = 0;
int height = 0;
#ifdef _WIN32
int width, height;
fileData = (void*)Win32GetClipboardImageData(&width, &height, &dataSize);
if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
else image = LoadImageFromMemory(".bmp", fileData, (int)dataSize);
#else
TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_GLFW doesn't implement `GetClipboardImage` for this OS");
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
#endif
#endif // SUPPORT_CLIPBOARD_IMAGE
if (fileData == NULL)
{
TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
}
else
{
image = LoadImageFromMemory(".bmp", fileData, (int)dataSize);
}
return image;
}
#endif // SUPPORT_CLIPBOARD_IMAGE
// Show mouse cursor
void ShowCursor(void)

+ 38
- 38
src/platforms/rcore_desktop_rgfw.c Näytä tiedosto

@ -865,24 +865,24 @@ char RSGL_keystrToChar(const char *str)
return '\0';
}
int RGFW_jsConvTable[18] = {
[RGFW_JS_Y] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
[RGFW_JS_B] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
[RGFW_JS_A] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
[RGFW_JS_X] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
[RGFW_JS_L1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[RGFW_JS_R1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[RGFW_JS_L2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[RGFW_JS_R2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[RGFW_JS_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[RGFW_JS_HOME] = GAMEPAD_BUTTON_MIDDLE,
[RGFW_JS_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
[RGFW_JS_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
[RGFW_JS_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
[RGFW_JS_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
[RGFW_JS_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
[RGFW_JS_L3] = GAMEPAD_BUTTON_LEFT_THUMB,
[RGFW_JS_R3] = GAMEPAD_BUTTON_RIGHT_THUMB,
int RGFW_gpConvTable[18] = {
[RGFW_GP_Y] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
[RGFW_GP_B] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
[RGFW_GP_A] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
[RGFW_GP_X] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
[RGFW_GP_L1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[RGFW_GP_R1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[RGFW_GP_L2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[RGFW_GP_R2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[RGFW_GP_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[RGFW_GP_HOME] = GAMEPAD_BUTTON_MIDDLE,
[RGFW_GP_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
[RGFW_GP_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
[RGFW_GP_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
[RGFW_GP_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
[RGFW_GP_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
[RGFW_GP_L3] = GAMEPAD_BUTTON_LEFT_THUMB,
[RGFW_GP_R3] = GAMEPAD_BUTTON_RIGHT_THUMB,
};
@ -959,15 +959,15 @@ void PollInputEvents(void)
while (RGFW_window_checkEvent(platform.window))
{
if ((platform.window->event.type >= RGFW_jsButtonPressed) && (platform.window->event.type <= RGFW_jsAxisMove))
if ((platform.window->event.type >= RGFW_gpButtonPressed) && (platform.window->event.type <= RGFW_gpAxisMove))
{
if (!CORE.Input.Gamepad.ready[platform.window->event.joystick])
if (!CORE.Input.Gamepad.ready[platform.window->event.gamepad])
{
CORE.Input.Gamepad.ready[platform.window->event.joystick] = true;
CORE.Input.Gamepad.axisCount[platform.window->event.joystick] = platform.window->event.axisesCount;
CORE.Input.Gamepad.name[platform.window->event.joystick][0] = '\0';
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[platform.window->event.joystick][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.ready[platform.window->event.gamepad] = true;
CORE.Input.Gamepad.axisCount[platform.window->event.gamepad] = platform.window->event.axisesCount;
CORE.Input.Gamepad.name[platform.window->event.gamepad][0] = '\0';
CORE.Input.Gamepad.axisState[platform.window->event.gamepad][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[platform.window->event.gamepad][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
}
}
@ -1112,24 +1112,24 @@ void PollInputEvents(void)
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
touchAction = 2;
} break;
case RGFW_jsButtonPressed:
case RGFW_gpButtonPressed:
{
int button = RGFW_jsConvTable[event->button];
int button = RGFW_gpConvTable[event->button];
if (button >= 0)
{
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 1;
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
} break;
case RGFW_jsButtonReleased:
case RGFW_gpButtonReleased:
{
int button = RGFW_jsConvTable[event->button];
int button = RGFW_gpConvTable[event->button];
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 0;
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
} break;
case RGFW_jsAxisMove:
case RGFW_gpAxisMove:
{
int axis = -1;
@ -1137,19 +1137,19 @@ void PollInputEvents(void)
switch(event->whichAxis) {
case 0:
{
CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
} break;
case 1:
{
CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
} break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
case 3: { if (axis == -1) axis = GAMEPAD_AXIS_RIGHT_TRIGGER;
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = pressed;
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@ -1316,7 +1316,7 @@ int InitPlatform(void)
#ifdef RGFW_X11
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
{
RGFW_registerJoystick(platform.window, i);
RGFW_registergamepad(platform.window, i);
}
#endif

+ 76
- 73
src/platforms/rcore_desktop_sdl.c Näytä tiedosto

@ -74,7 +74,6 @@
#endif
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@ -240,16 +239,15 @@ static const int CursorsLUT[] = {
// SDL3 Migration Layer made to avoid `ifdefs` inside functions when we can.
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
// SDL3 Migration:
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
// and you can call SDL_GetWindowFullscreenMode()
// to see whether an exclusive fullscreen mode will be used
// to see whether an exclusive fullscreen mode will be used
// or the borderless fullscreen desktop mode will be used
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
#define SDL_IGNORE false
#define SDL_DISABLE false
#define SDL_ENABLE true
@ -260,27 +258,29 @@ static const int CursorsLUT[] = {
// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag.
#define SDL_WINDOW_SHOWN 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|)
//
// SDL3 Migration: Renamed
// IMPORTANT:
// Might need to call SDL_CleanupEvent somewhere see :https://github.com/libsdl-org/SDL/issues/3540#issuecomment-1793449852
//
// IMPORTANT: Might need to call SDL_CleanupEvent somewhere see :https://github.com/libsdl-org/SDL/issues/3540#issuecomment-1793449852
#define SDL_DROPFILE SDL_EVENT_DROP_FILE
const char* SDL_GameControllerNameForIndex(int joystickIndex)
// SDL2 implementation for SDL3 function
const char *SDL_GameControllerNameForIndex(int joystickIndex)
{
// NOTE: SDL3 uses the IDs itself (SDL_JoystickID) instead of SDL2 joystick_index
const char* name = NULL;
const char *name = NULL;
int numJoysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks);
if (joysticks) {
if (joystickIndex < numJoysticks) {
if (joysticks)
{
if (joystickIndex < numJoysticks)
{
SDL_JoystickID instance_id = joysticks[joystickIndex];
name = SDL_GetGamepadNameForID(instance_id);
}
SDL_free(joysticks);
}
return name;
}
@ -288,45 +288,40 @@ int SDL_GetNumVideoDisplays(void)
{
int monitorCount = 0;
SDL_DisplayID *displays = SDL_GetDisplays(&monitorCount);
// Safe because If `mem` is NULL, SDL_free does nothing.
// Safe because If `mem` is NULL, SDL_free does nothing
SDL_free(displays);
return monitorCount;
}
// SLD3 Migration:
// To emulate SDL2 this function should return `SDL_DISABLE` or `SDL_ENABLE`
// representing the *processing state* of the event before this function makes any changes to it.
Uint8 SDL_EventState(Uint32 type, int state) {
// SLD3 Migration: To emulate SDL2 this function should return `SDL_DISABLE` or `SDL_ENABLE`
// representing the *processing state* of the event before this function makes any changes to it
Uint8 SDL_EventState(Uint32 type, int state)
{
Uint8 stateBefore = SDL_EventEnabled(type);
switch (state)
{
case SDL_DISABLE: SDL_SetEventEnabled(type, false); break;
case SDL_ENABLE: SDL_SetEventEnabled(type, true); break;
default: TRACELOG(LOG_WARNING, "Event sate: unknow type");
}
return stateBefore;
}
void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode)
{
const SDL_DisplayMode* currMode = SDL_GetCurrentDisplayMode(displayID);
if (currMode == NULL)
{
TRACELOG(LOG_WARNING, "No current display mode");
}
else
{
*mode = *currMode;
}
if (currMode == NULL) TRACELOG(LOG_WARNING, "No current display mode");
else *mode = *currMode;
}
// SDL3 Migration: Renamed
#define SDL_GetCurrentDisplayMode SDL_GetCurrentDisplayMode_Adapter
SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
return SDL_CreateSurface(width, height, SDL_GetPixelFormatForMasks(depth, Rmask, Gmask, Bmask, Amask));
@ -337,11 +332,14 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
// not reliable across platforms, approximately replaced by multiplying
// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms.
// returns 0 on success or a negative error code on failure
int SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi) {
float dpi = SDL_GetWindowDisplayScale(platform.window) * 96.0;
int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
{
float dpi = SDL_GetWindowDisplayScale(platform.window)*96.0;
if (ddpi != NULL) *ddpi = dpi;
if (hdpi != NULL) *hdpi = dpi;
if (vdpi != NULL) *vdpi = dpi;
return 0;
}
@ -368,17 +366,13 @@ int SDL_NumJoysticks(void)
return numJoysticks;
}
// SDL_SetRelativeMouseMode
// returns 0 on success or a negative error code on failure
// If relative mode is not supported, this returns -1.
int SDL_SetRelativeMouseMode_Adapter(SDL_bool enabled)
{
//
// SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled)
// \returns true on success or false on failure; call SDL_GetError() for more
//
if (SDL_SetWindowRelativeMouseMode(platform.window, enabled))
{
return 0; // success
@ -398,7 +392,6 @@ bool SDL_GetRelativeMouseMode_Adapter(void)
#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_Adapter
int SDL_GetNumTouchFingers(SDL_TouchID touchID)
{
// SDL_Finger **SDL_GetTouchFingers(SDL_TouchID touchID, int *count)
@ -412,16 +405,16 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
// Since SDL2 doesn't have this function we leave a stub
// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
void* SDL_GetClipboardData(const char *mime_type, size_t *size) {
void* SDL_GetClipboardData(const char *mime_type, size_t *size)
{
TRACELOG(LOG_WARNING, "Getting clipboard data that is not text is only available in SDL3");
// We could possibly implement it ourselves in this case for some easier platforms
return NULL;
}
#endif // PLATFORM_DESKTOP_SDL3
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
@ -452,7 +445,7 @@ void ToggleFullscreen(void)
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#ifdef PLATFORM_DESKTOP_SDL3 // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -479,7 +472,8 @@ void ToggleBorderlessWindowed(void)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#ifdef PLATFORM_DESKTOP_SDL3 // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -532,7 +526,8 @@ void SetWindowState(unsigned int flags)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#ifdef PLATFORM_DESKTOP_SDL3 // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -595,7 +590,8 @@ void SetWindowState(unsigned int flags)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#ifdef PLATFORM_DESKTOP_SDL3 // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -818,7 +814,8 @@ void SetWindowMonitor(int monitor)
const int screenWidth = CORE.Window.screen.width;
const int screenHeight = CORE.Window.screen.height;
SDL_Rect usableBounds;
#ifdef PLATFORM_DESKTOP_SDL3 // Different style for success checking
#if defined(PLATFORM_DESKTOP_SDL3) // Different style for success checking
if (SDL_GetDisplayUsableBounds(monitor, &usableBounds))
#else
if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
@ -933,7 +930,8 @@ Vector2 GetMonitorPosition(int monitor)
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_Rect displayBounds;
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
if (SDL_GetDisplayUsableBounds(monitor, &displayBounds))
#else
if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0)
@ -1104,53 +1102,55 @@ const char *GetClipboardText(void)
return buffer;
}
#if defined(SUPPORT_CLIPBOARD_IMAGE)
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
#if defined(SUPPORT_CLIPBOARD_IMAGE)
// Let's hope compiler put these arrays in static memory
const char *image_formats[] = {
const char *imageFormats[] = {
"image/bmp",
"image/png",
"image/jpg",
"image/tiff",
};
const char *image_extensions[] = {
const char *imageExtensions[] = {
".bmp",
".png",
".jpg",
".tiff",
};
Image image = {0};
size_t dataSize = 0;
void *fileData = NULL;
for (int i = 0; i < SDL_arraysize(image_formats); ++i)
for (int i = 0; i < SDL_arraysize(imageFormats); ++i)
{
// NOTE: This pointer should be free with SDL_free() at some point.
fileData = SDL_GetClipboardData(image_formats[i], &dataSize);
if (fileData) {
image = LoadImageFromMemory(image_extensions[i], fileData, dataSize);
// NOTE: This pointer should be free with SDL_free() at some point
fileData = SDL_GetClipboardData(imageFormats[i], &dataSize);
if (fileData)
{
image = LoadImageFromMemory(imageExtensions[i], fileData, dataSize);
if (IsImageValid(image))
{
TRACELOG(LOG_INFO, "Clipboard image: Got image from clipboard as a `%s` successfully", image_extensions[i]);
TRACELOG(LOG_INFO, "Clipboard image: Got image from clipboard as a `%s` successfully", imageExtensions[i]);
return image;
}
}
}
TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data. %s", SDL_GetError());
return image;
}
if (!IsImageValid(image)) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data. Error: %s", SDL_GetError());
#endif
return image;
}
// Show mouse cursor
void ShowCursor(void)
{
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
SDL_ShowCursor();
#else
SDL_ShowCursor(SDL_ENABLE);
@ -1161,7 +1161,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
SDL_HideCursor();
#else
SDL_ShowCursor(SDL_DISABLE);
@ -1174,7 +1174,7 @@ void EnableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_FALSE);
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
// SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
SDL_ShowCursor();
#else
@ -1275,7 +1275,7 @@ const char *GetKeyName(int key)
static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event)
{
#ifdef PLATFORM_DESKTOP_SDL3 // SDL3
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3
int count = 0;
SDL_Finger **fingers = SDL_GetTouchFingers(event.touchID, &count);
CORE.Input.Touch.pointCount = count;
@ -1288,7 +1288,9 @@ static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event)
CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height;
CORE.Input.Touch.currentTouchState[i] = 1;
}
SDL_free(fingers);
#else // SDL2
CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId);
@ -1393,7 +1395,8 @@ void PollInputEvents(void)
CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
// const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
// Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE, and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events, you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed.
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
@ -1407,7 +1410,8 @@ void PollInputEvents(void)
else if (CORE.Window.dropFileCount < 1024)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
#else
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
@ -1460,7 +1464,7 @@ void PollInputEvents(void)
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
break;
#else
default: break;
@ -1471,7 +1475,7 @@ void PollInputEvents(void)
// Keyboard events
case SDL_KEYDOWN:
{
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
// SDL3 Migration: The following structures have been removed: * SDL_Keysym
KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
#else
@ -1502,7 +1506,7 @@ void PollInputEvents(void)
case SDL_KEYUP:
{
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
#else
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
@ -1858,7 +1862,7 @@ int InitPlatform(void)
}
// Init window
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags);
#else
platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
@ -1946,11 +1950,10 @@ int InitPlatform(void)
CORE.Storage.basePath = SDL_GetBasePath(); // Alternative: GetWorkingDirectory();
//----------------------------------------------------------------------------
#ifdef PLATFORM_DESKTOP_SDL3
#if defined(PLATFORM_DESKTOP_SDL3)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL3): Initialized successfully");
#else
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL2): Initialized successfully");
#endif
return 0;

+ 10
- 0
src/platforms/rcore_drm.c Näytä tiedosto

@ -509,6 +509,16 @@ const char *GetClipboardText(void)
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void)
{

+ 10
- 0
src/platforms/rcore_template.c Näytä tiedosto

@ -292,6 +292,16 @@ const char *GetClipboardText(void)
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void)
{

+ 15
- 2
src/platforms/rcore_web.c Näytä tiedosto

@ -771,8 +771,11 @@ Vector2 GetWindowPosition(void)
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
return (Vector2){ 1.0f, 1.0f };
// NOTE: Returned scale is relative to the current monitor where the browser window is located
Vector2 scale = { 1.0f, 1.0f };
scale.x = (float)EM_ASM_DOUBLE( { return window.devicePixelRatio; } );
scale.y = scale.x;
return scale;
}
// Set clipboard text content
@ -805,6 +808,16 @@ const char *GetClipboardText(void)
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void)
{

+ 2
- 0
src/raudio.c Näytä tiedosto

@ -1855,6 +1855,8 @@ void SeekMusicStream(Music music, float position)
ma_mutex_lock(&AUDIO.System.lock);
music.stream.buffer->framesProcessed = positionInFrames;
music.stream.buffer->isSubBufferProcessed[0] = true;
music.stream.buffer->isSubBufferProcessed[1] = true;
ma_mutex_unlock(&AUDIO.System.lock);
}

+ 3
- 3
src/raylib.h Näytä tiedosto

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
@ -88,9 +88,9 @@
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_MINOR 6
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.5"
#define RAYLIB_VERSION "5.6-dev"
// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll

+ 13
- 5
src/raymath.h Näytä tiedosto

@ -304,6 +304,14 @@ RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
return result;
}
// Calculate two vectors cross product
RMAPI float Vector2CrossProduct(Vector2 v1, Vector2 v2)
{
float result = (v1.x*v2.y - v1.y*v2.x);
return result;
}
// Calculate distance between two vectors
RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
{
@ -2648,7 +2656,7 @@ inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
return Vector2Transform(lhs, rhs);
}
inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
{
lhs = Vector2Transform(lhs, rhs);
return lhs;
@ -2661,7 +2669,7 @@ inline Vector2 operator / (const Vector2& lhs, const float& rhs)
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, rhs);
lhs = Vector2Scale(lhs, mf">1.0f / rhs);
return lhs;
}
@ -2742,7 +2750,7 @@ inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
return Vector3Transform(lhs, rhs);
}
inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
{
lhs = Vector3Transform(lhs, rhs);
return lhs;
@ -2755,7 +2763,7 @@ inline Vector3 operator / (const Vector3& lhs, const float& rhs)
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, rhs);
lhs = Vector3Scale(lhs, mf">1.0f / rhs);
return lhs;
}
@ -2839,7 +2847,7 @@ inline Vector4 operator / (const Vector4& lhs, const float& rhs)
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, rhs);
lhs = Vector4Scale(lhs, mf">1.0f / rhs);
return lhs;
}

+ 3
- 3
src/rlgl.h Näytä tiedosto

@ -3,7 +3,7 @@
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
@ -3417,9 +3417,9 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mi
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
(format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
(format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
(format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
(format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
}

+ 9
- 10
src/rmodels.c Näytä tiedosto

@ -1943,13 +1943,14 @@ bool ExportMesh(Mesh mesh, const char *fileName)
if (IsFileExtension(fileName, ".obj"))
{
// Estimated data size, it should be enough...
int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") +
mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") +
mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") +
mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
int vc = mesh.vertexCount;
int dataSize = vc*(int)strlen("v -0000.000000f -0000.000000f -0000.000000f\n") +
vc*(int)strlen("vt -0.000000f -0.000000f\n") +
vc*(int)strlen("vn -0.0000f -0.0000f -0.0000f\n") +
mesh.triangleCount*snprintf(NULL, 0, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", vc, vc, vc, vc, vc, vc, vc, vc, vc);
// NOTE: Text data buffer size is estimated considering mesh data size
char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char));
char *txtData = (char *)RL_CALLOC(dataSize + 1000, sizeof(char));
int byteCount = 0;
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
@ -1969,17 +1970,17 @@ bool ExportMesh(Mesh mesh, const char *fileName)
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
{
byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
byteCount += sprintf(txtData + byteCount, "v %.6f %.6f %.6f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
}
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2)
{
byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
byteCount += sprintf(txtData + byteCount, "vt %.6f %.6f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
}
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
{
byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
byteCount += sprintf(txtData + byteCount, "vn %.4f %.4f %.4f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
}
if (mesh.indices != NULL)
@ -2000,8 +2001,6 @@ bool ExportMesh(Mesh mesh, const char *fileName)
}
}
byteCount += sprintf(txtData + byteCount, "\n");
// NOTE: Text data length exported is determined by '\0' (NULL) character
success = SaveFileText(fileName, txtData);

+ 1
- 0
src/rtext.c Näytä tiedosto

@ -1339,6 +1339,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
int GetGlyphIndex(Font font, int codepoint)
{
int index = 0;
if (!IsFontValid(font)) return index;
#define SUPPORT_UNORDERED_CHARSET
#if defined(SUPPORT_UNORDERED_CHARSET)

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