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142 Commits

Author SHA1 Message Date
Christopher Leggett 83ebaa2fce Version Bump to Sulu (#3020) 2023-06-18 21:04:09 -04:00
Adam Bird 39349d8512 fix warp override mq mode room loads (#3019) 2023-06-18 18:23:06 -04:00
Adam Bird d4ff05f51d update mac and linux launch scripts to make mods dir (#3013) 2023-06-17 13:27:59 -04:00
Adam Bird 6fdfcd2a61 More mirror mode fixes and additions (#3009)
* mirror fishing rod

* mirror ivan fairy controls

* add mirror dungeons only option

* mirror sold out GI texture

* update dungeons mirror mode for more options

* maybe don't include that
2023-06-17 13:08:20 -04:00
Malkierian 5daf5a14ac Section Save Modification (#2947)
* Modified `SaveManager::AddSaveFunction` to return the section index assigned to the section name for ease of remembering it on the other end. Also added a clarifying comment.

* Modified SaveFunc to accept a boolean for whether the section is being saved individually or as part of a game save (fullSave == true means game save, so all sections registered for game save sync).
2023-06-14 23:39:14 -04:00
Bytenex 279c40cb7d added option to choose between OoT and any ocarina (#2944) 2023-06-14 23:29:07 -04:00
Garrett Cox f85b04336c Add option to prevent speed modifier from affecting jump velocity (#2874) 2023-06-14 23:25:48 -04:00
Garrett Cox 170c8ce16e Extra modes tweaks (#2985)
* Tweaks to extra modes menu

* Update soh/soh/config/ConfigUpdaters.cpp

Co-authored-by: Christopher Leggett <chris@leggett.dev>

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-06-14 23:24:50 -04:00
Adam Bird 6dc227b5ed order spoiler log print out to match insertion order (#3006) 2023-06-14 23:23:12 -04:00
briaguya ccfc2a84bc hide menu bar from menu bar (#2988)
* hide menu bar from menu bar

* show `-` on switch/wii u

* actually show `-`

* actually put the thing in a place where it works

* spacers

* reorder and use `[-]` instead of `-`

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-14 23:22:48 -04:00
briaguya af33897e4c caps for locations in altar text (#3004)
Co-authored-by: briaguya <briaguya@alice>
2023-06-14 23:22:22 -04:00
Adam Bird a842894d0d Add Mirror World gfx patches and patch Royal Grave Sun Song etching (#3005)
* add mirror world gfx patches and patch royal grave sun song

* simplify nonmq vs mq
2023-06-14 23:22:04 -04:00
briaguya ef6227d8be fully remove OTRGui (#2982)
* linux local debug working

* built in extraction working on linux

* try a thing

* one more thing to try

* try using dir

* does this get the subdirectories?

* component before pattern

* loop i guess

* maybe component was the issue?

* zapd stuff i guess

* maybe this

* this feels promising

* g != q

* appimage is working, try fixing glfw issue on windows

* don't copy zapd.exe

* hopefully this gets the things we need in the assets dir

* is that where those went?

* try another thing

* another thing to try

* grasping at straws

* cmake makes no sense sometimes

* really just trying anything here now

* this is what i was expecting to work

* ls

* try doing it without the cmake again

* i think this might do the trick

* try with a slash

* one more thing to try

* pal_oot.txt

* maybe this makes things work on mac

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-13 09:29:36 -04:00
AltoXorg 621aab3e05 fix ExtractAssets for N64 PAL 1.1 (#2963) 2023-06-13 08:48:31 -04:00
Garrett Cox 7a41bd3878 Mirrored world enhancement (#1569)
* Mirrored world PoC

* invert culling for health meter and A button action

* A few more fixes

* Fix for item equip animations

* Fix for pause triforce

* Mirror scenes with static backgrounds

* mirror minimap for mirror world

* mirror dungeon maps and icons on the pause menu

* mirror overworld map and icons on the pause menu

* mirror debug world movement

* mirror shops cursor and movement

* use flip flag

* Reverse crouch stab x axis for mirror mode

* use invert culling command and clean up culling logic

* Move mirror mode handler to mods and support random modes

* Small cvar tweaks

* mirror billboard score numbers and fix gyro horse mirrored inputs

---------

Co-authored-by: Adam Bird <archez39@me.com>
2023-06-13 08:46:15 -04:00
Garrett Cox 90d45d4397 Rename gDirtPathFix to gZFightingMode (#2959)
* Rename gDirtPathFix to gZFightingMode

* Add config migration
2023-06-12 20:40:29 -04:00
Garrett Cox a6ecb77599 Add spock race preset (#2977) 2023-06-12 19:26:46 -04:00
Adam Bird 90bd072f9b fix string usage for cosmetic hud placement reset corrupting ship json (#2961) 2023-06-12 19:16:39 -04:00
briaguya 6de0d8b69d properly set imgui invert aiming y default (#2956)
Co-authored-by: briaguya <briaguya@alice>
2023-06-12 19:14:42 -04:00
Adam Bird e6e7618b92 fix crash when resetting links scale without a playstate (#2970) 2023-06-12 19:06:41 -04:00
aMannus 971aaeac23 Disable greying out RTA timer in boss rush (#2973) 2023-06-12 19:01:54 -04:00
aMannus daadef5211 Fix missing goron bracelet (#2974) 2023-06-12 19:01:24 -04:00
briaguya 16eb211102 fullscreen with f11 not f9 (#2955)
* fullscreen with f11 not f9

* update readme

* use latest lus main

* latest lus

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-12 18:59:30 -04:00
Christopher Leggett 430d5cddf2 Config versioning to fix the Fullscreen Shortcut debacle (#2966)
* WIP adding new config version.

* Implements a ConfigVersionUpdater

* Updates to account for new LUS-side changes.

* Change `ConfigVersionUpdater` to store `toVersion`

* fix typo
2023-06-12 18:59:23 -04:00
briaguya eba0b4c146 only green the greg bridge not everything else (#2962)
* only green the greg bridge not everything else

* another option

* do it the branch way

* tabs spaces blarg

* new dir

* use latest lus main

* latest lus main

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-12 17:48:26 -04:00
Adam Bird ca9b1614af Fix: Minimap dungeon entrance placement (#2958)
* use correct minimaps in randomizer

* fix minimap dungeon entrance placement

* rework topLeft0 check to be more readable

* who needs topLeft0 anyways

* move minimap hidden checks up higher
2023-06-12 17:10:53 -04:00
Christopher Leggett 21560ecf65 bump up to latest LUS. (#2984) 2023-06-12 16:58:31 -04:00
briaguya d69c07cd75 numbers aren't magic (#2976)
* numbers aren't magic

* chest style matches contents

renamed everything except the cvar itself at this point
(waiting for versioned configs for that)

* tracker as part of names

* finish the tracker rename

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-09 17:22:25 -04:00
Amaro Martínez e46c60a7a1 Fix copyright position for PAL 1.1 (#2952) 2023-06-07 13:02:45 -04:00
Nicholas Estelami 7e1ee6e23e N64 PAL 1.1 Support (#2773)
* Initial PAL 1.1 support

* 1.1 Asset Fixes

* Fixed issue where N64 builds were being flagged as MQ

* Misc fixes

* Updated LUS submodule

* Fixed up logo strings

* Updated readme and linux/mac scripts with new hash
2023-06-05 19:11:22 -04:00
Adam Bird 820fdf78cc Improve TTS for file select menus (#2950)
* improve TTS for file select menus

* french translation change recommendation
2023-06-05 17:18:18 -04:00
Kenix3 451ce8b107 Fixes collision viewer (#2949) 2023-06-05 16:19:42 -04:00
Christopher Leggett f3672a480f Re-adds Wii U nightly build link (#2951)
Now that we have Wii U building again, re-add the nightly link for it to the README.
2023-06-05 15:59:02 -04:00
briaguya a49f197f06 build for wii u (#2946)
* reimplement stuff from 2879

* header include to fix build hopefully

* another header

* fix error

* remove header includes we don't have

* more error things

* a

* b

* c

* d

* e

* f

* g

* h

* use latest lus

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-05 14:16:56 -04:00
briaguya 2308ab8823 build soh with LUS 1.0.0 (#2881)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00
inspectredc d922b91e15 Trick logic (#2681)
* Trick and Glitch Rando UI implemented

* initial temp connection between ui and backend trick logic

Hacky way to connect the logic for testing. Ran into 1 crash but cannot reproduce

* UI overhaul to look more like AudioEditor tag section

* Mapped 3d tricks to enums and save cvar bug fixes

* Trick Logic Complete

Testing on whether the logic works as expected needs to be done

* Releasable trick version, tricks match text fixes also

* Remove 3D glitch logic location access

Easier to clean it up now than get confused

* Variable typo fix & initial trick enum reorganisation

* Removal of oot3d glitches

* bongo logic fix

* UI includes difficulty tags + cleanup and removal of glitched logic interface

* Bug fixes

* added enabled tricks to spoiler log

* comment clean up

* completed once over through logic

* merge fix

* update sohimgui to LUS

* Remove redundant 3d rando trick options

* Comment clean up

* Central GS Irons Logic Fix

* Farores wind central logic fix

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-06-02 16:53:07 -04:00
Malkierian c9bcd64beb Improvement: Additional Spoiler Hint Info (#2727)
* First attempt at tracking hinted locations. Not looking promising for more than a hint tracker.

* Spoiler log now generates with human-readable hinted area, type, and item for gossip stone hints.

* Hints now only output location if their hint text specifically states the check. Any overworld or dungeon region hint no longer does.

* Expanded gossip stone hints to include item, hinted location and area, and `RandomizerGet` names. Currently only English names.

Part of this required changing `HintType` into a `typedef enum` instead of an `enum class` to allow usage in a .c filespace, and consolidating types from `randomizer_check_objects.h` to `randomizerTypes.h`.

* Beginning of alter rewards information.

* Step 2 of altar reward info.

* Altar reward info (location and area) now writes to and reads from the spoiler log. Added a few entries to `SpoilerfileAreaNameToEnum` to accommodate area name variants from region hint names.

* Streamlined altar data (only needed location name for `RandomizerCheck` translation. `RandomizerCheck` provides access to `RandomizerCheckArea` via `RandomizerCheckObject`).

Added Light Arrows, Greg, and Dampe's Hookshot hint locations to write and read of the spoiler.

* Fix attempts to lookup values in `hintTypeNames` as array, now uses map's `find()`.
2023-06-02 12:10:25 -04:00
Christopher Leggett f976003563 Randomizer: Fixes defaults for LACS and Rainbow Bridge. (#2937)
* Fixes incompatible default rando settings around Greg as reward.

* Fixes defaults for LACS.
2023-06-02 08:28:32 -04:00
briaguya 598566a556 Update generate-builds.yml (#2941) 2023-06-02 01:09:18 -04:00
Adam Bird c9d24f2e98 Fix: Better debug warp MQ detection and other warp menu bugs (#2932)
* fix: add mq detection to better debug warp

* replace special characters for debug warp translations

* reorder better debug warp printing

* adjust french translation
2023-06-01 22:00:45 -04:00
Josh Bodner 6bf42fd018 Fix order of auto equip message (#2931)
French text was being displayed in English and vice versa due to incorrectly ordered parameters.
2023-06-01 21:40:58 -04:00
aMannus 2957dc61c3 [Feature] Boss Rush (#2923)
* Ganon(dorf) cutscene skips

* Remove leftover code

* Load into chamber of sages

* Fix loading into chamber without fast file select

* Boss warps in chamber done

* Change warps back to chamber

* Initial proof of concept done

* ganon(dorf) cutscene skips

* Code cleanup & auto age equipment

* Gameplay stats timer + tweaks

* Scuffed timer

* Better timer

* remove arena props + fix arena exits

* Fix blue warps

* Attempt to fix build

* Fix build again

* And again..

* Try no. 9001

* Handle dying and saving

* Child link face fire medallion

* Fix build

* Fix warps after reset/death

* Disable doors and move player spawns in boss rooms

* Fix boss rush logo rendering

* Start of ingame options menu

* File Select cleanup

* Fix build

* Render char text PoC

* Move functions to be more generic

* Fix build

* Fix other builds

* Initial text scaling/kerning

* Special characters prep

* All special characters work now

* Attempt to fix build

* Fix build question mark

* Finish all kerning

* Start of ingame options menu with vertical scrolling

* Barebones functional options menu

* More options menu progress

* More visual elements for options menu

* Options menu visual changes, implement all options, tons of cleanup

* Cleanup and comments

* Shorter enums

* More options

* Change default heart count

* Finish French translations

* Implement timer in cosmetics editor

* Uncomment timer requirement

* Variable name change

* German translation & small UI tweaks

* Animated up/down arrows in options UI

* Better arrows in options UI

* Cleaner timer + make it usable for general gameplay

* More cleanup + ganon & ganondorf boss option

* Implement never heal option

* Slight up arrow in options UI tweak

* Add BGS option

* Reintroduce ganondorf cutscene skip

* Change encoding to UTF on bossrush.cpp

* Fix build hopefully

* Fixed static variables leading to options not properly resetting

* Fix BR completed timestamp

* Change timer to render on top of everything

* Offset final BR time by 0.1 second from boss timestamps

* Add missing check for boss rush

* Implement soh_assets.h

* Revert merge mistake

* Fix special characters with UTF-8

* Fix build

* here's the fix you can merge from your phone

* Fix quest select crash with oot.otr only

* Use OoT's kerning

* Fix HD textures on options menu

* Fix special character kerning

* "Heal every boss" fixes

* Seperate headers + bunny hood option

* Remove GetUnixTimestamp() externing

* Clean up extern "C"'s

* Address review comments

* Fix build question mark

* Remove accidental styling change

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Rozelette fdf9086b2a Dynamic Actor IDs (#1729)
* Add dynamic actor IDs

* Convert Ivan to use new actor system

* attempt to fix linux build

* attempt to fix linux build

* merge

* Cleanup

* Fix missing math functions on Windows.

* Removes a stubbed function to fix non-windows builds.

* Update soh/soh/ActorDB.cpp

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-06-01 21:39:50 -04:00
MoriyaFaith 26d934541a main commit (#2918) 2023-06-01 21:38:43 -04:00
aMannus b25e4d4f26 [Feature] In-game gameplay stats timer (#2910)
* Implement in-game gameplay stats timer

* Change timer to render on top of everything
2023-05-30 18:57:45 -04:00
inspectredc e8eaac4d77 Fix: Switch Age with Enchancements giving kokiri sword (#2929)
* fix sword

* separated flow path for switch age enhancements

* Added comments
2023-05-30 18:44:58 -04:00
Ralphie Morell 71662c56b5 Docs: Update Player/Actor Flags (#2765)
* Actor Flags update

* player state1 flags; cleanup; prep for state2 and state3

* Player state2

* player state3

* Rename flags in Player tab
2023-05-30 15:05:04 -04:00
Patrick12115 f544aba647 [Rando] Adds Greg options to the Bridge and LACS reward options (#2663)
* Some reason not working

* Fixes and formatting

Moved the LACS Stones to be before the Medallions in all instances to line up with the Bridge requirements and because it just makes sense

* Removed unnecessary space

* Missed one
2023-05-30 14:25:59 -04:00
Ralphie Morell 507387f618 Enhancement: Better Debug Warp MQ toggle (#2876)
* Implement MQ select on better debug warp

* remove unused macro

* Add sound when selecting MQ; only change if highlighting MQ-able map

* Handles map select from MQ file
2023-05-30 14:01:04 -04:00
Christopher Leggett 700fba28dd Fixes regression in random rupee names (#2927)
Technically was a CustomMessageManager bug but it was in a function that I believe is only used for random rupee names.
2023-05-30 08:45:33 -04:00
Caladius edc5e8f7d4 ShadowTag (7.0.1) (#2825)
* Add Checkbox in Extra Modes
Spawn Code in mods.cpp
Category Change for Clear Room Exclusion
Kill Actor if Mode is Disabled

* Fix non door scene changes and adds a delay to avoid misfiring or not firing on quick room changes like falling to B1 in Tree and Lost Woods loading triggers.

* Requested Updates
2023-05-28 18:46:18 -04:00
Garrett Cox 3ab547c69d Update cvar clear lists and add cheatCvars clear list(not currently used) (#2869) 2023-05-28 18:42:34 -04:00
Malkierian 0c7e80a190 Improve Controller LED Control (#2864)
* Add brightness control and on/off toggle for tunic LED colors.

* Removed toggle, mentioned brightness of 0% for turning off LEDs.

* Set up grabbing tunic color values from Cosmetics Editor for cosmetics sync.

* Why these stupid differences between Windows and Linux compilers?

* Fix Mac build errors? Also try to move the color fetching back into the switch statements to lessen potential computational load.

* Real fix?

* Move "Customize Game Controls" button under "Controller Configuration" button under Settings -> Controller. Renamed "Controller Configuration" to "Configure Controller" and "Customize Game Controls" to "Customize In-game Controls"

* Added LEDColor and LEDColorSource enums for code clarity.

Moved controller LED brightness to new LED Colors group in "Customize In-game Controls" menu.

Added combobox to choose between vanilla tunics, cosmetics tunics, health, and custom as color sources.

Added critical health override checkbox to allow display of red when health is low even when other sources are selected.

Port color pickers have not been implemented yet, default color is white.

* Moved LED control to OTRControllerCallback and wrapped it in a check to `CanSetLed()`.

* Move settings to Port 1 tab in Customize In-game Controls and limited application of colors in `OTRControllerCallback` to port 1.

* UI clarity updates.

* Removed unnecessary LED color enum.

Added custom color picker to port 1 color settings.

* Changed Critical Health Override default to true.

* Modified logic to not do color fetching and instead default to {0,0,0,0} when brightness is off.

* Fix bad cvar string for custom color.

* Cleaning up some post-merge artifacts.

* Update soh/soh/Enhancements/controls/GameControlEditor.h

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Some name changes.

* idea for cleaning up controller callback stuff

* Rearranged color source checks to make sure criticalOverride is applied regardless of other settings.

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
2023-05-28 18:40:53 -04:00
aMannus cebfcd1d88 Hyper enemies (#2887) 2023-05-28 18:14:07 -04:00
Garrett Cox b9c2640671 Use gBuildVersion instead of sohStats.buildVersion for gameplay stats (#2913)
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-05-27 18:09:24 -04:00
Christopher Leggett f4fbc79b5d Merge pull request #2889 from Malkierian/sectional-saves
Sectional Saves
2023-05-27 16:22:36 -04:00
Christopher Leggett a1d22abc1b Merge pull request #2919 from Bytenex/patch-1
Update README to include tools
2023-05-27 15:18:52 -04:00
Christopher Leggett f9a4070225 Merge pull request #2920 from Archez/fix-granny-unshuffled
Fix: Use blue potion refill for Granny Shop item when unshuffled
2023-05-27 15:18:33 -04:00
Christopher Leggett f25c200526 Merge pull request #2890 from Archez/support-thieves-hideout-keyring
Expose Thieves' Hideout selection for keyrings in randomizer settings
2023-05-25 21:06:52 -04:00
Malkierian cab90e9ac6 Removed unused variable. 2023-05-25 16:59:53 -07:00
Malkierian d0c09394ca Re-added removal of empty sceneTimestmps objects for saving and loading, significantly reducing sohStats size. 2023-05-25 16:57:27 -07:00
Adam Bird 015c30d3b6 Merge pull request #2 from leggettc18/gf-keyring
Adds validation to GF Key Ring and Key Ring Count settings
2023-05-25 15:57:56 -04:00
Adam Bird 718ded7c44 fix: use blue potion refill for granny shop item when unshuffled 2023-05-25 15:47:51 -04:00
Christopher Leggett f6b9c227d7 Fixes bad Key Ring Count under certain conditions. 2023-05-25 15:42:22 -04:00
Christopher Leggett 13513345bf Remove magic numbers and fix formatting. 2023-05-25 15:35:38 -04:00
Christopher Leggett 8f5538a700 Adds validation to GF Key Ring and Key Ring Count settings. 2023-05-25 14:50:28 -04:00
Malkierian 1fa99fd50a What a nightmare that was. 2023-05-24 13:00:35 -07:00
Bytenex b46d6e2d19 Update README.md 2023-05-24 16:35:38 +02:00
Bytenex ab4ad42486 Update README.md 2023-05-24 10:34:10 +02:00
Christopher Leggett fe6705cc4d Merge pull request #2906 from HarbourMasters/develop-spock
Spock -> develop
2023-05-23 09:18:15 -04:00
Christopher Leggett e88adbe672 Version Bump (#2916) 2023-05-22 21:34:18 -04:00
aMannus dddd3b14aa Add back missing Greg timestamp (#2911) 2023-05-22 10:56:44 -04:00
briaguya f34df2f064 remove what i assume to be accidentally copied stuff from a diff (#2909) 2023-05-22 09:33:31 -04:00
Rozelette f005bd3b7f add skeleton unregistration to actors that manage their own skeletons (#2908) 2023-05-22 09:20:06 -04:00
Garrett Cox 5de1240391 Cleanup gameplay stats code/UI and support RTA timing (#2862) 2023-05-21 18:35:56 -04:00
Patrick12115 7962e0e6d6 Add Scene Specific Checks to Dirt Path Fixes (#2907)
* Move from Dev to Dev-Spock

* Moved to mod.h

* Update GameInteractor.h
2023-05-21 18:12:25 -04:00
Malkierian cf711d9164 Initialize gSlotAgeReqs[SLOT_TRADE_CHILD] and gItemAgeReqs[ITEM_MASK_BUNNY] on load initialization according to gMMBunnyHood and gTimelessEquipment to prevent bunny hood from being unequipped from adult equips on first load. (#2904)
Move the code to change those values based on the child trade slot item to the selecting mask loop to not be setting them every frame just because you're in the inventory.
2023-05-21 12:13:38 -04:00
Adam Bird cf42057842 Fix: seed srand on launch and fix spoiler log for seed testing generation (#2902) 2023-05-20 16:25:29 -04:00
Malkierian 0b47a19c2c Mask Sale Fix (#2900) 2023-05-20 12:05:47 -04:00
Christopher Leggett 4d02d89e03 Fixes buying songs crash on Switch (#2899) 2023-05-20 09:24:02 -04:00
Malkierian 8d0b83b691 Merge branch 'HarbourMasters:develop' into sectional-saves 2023-05-19 14:56:19 -07:00
Christopher Leggett f2f5a75cb0 Custom message improvements (#2892)
* Adds const specifiers to some appropriate functions.

* Implements move semantics for ReplaceStringInMessage.

Should result in much fewer allocations when rendering custom messages during a Randomizer playthrough.

* Implements some more move semantics.

* First pass on improved Custom Messages API.

This should allow for fewer allocations during randomizer seed generation and runtime, plus a couple of other enhancements that utilize custom messages. It does this by taking advantage of move semantics to prevent extraneous allocations when string literals are passed in. It also takes advantage of OOP to hopefully end up with a cleaner API.

* Additional API/allocation related improvements.

* Removes an unnecessary destructor and constructor.

* Updates documentation

* Adds a bit more documentation.

* Fixes switch build problem and minor syntax error

* Renames slightly unclear operator parameter

* Replaces magic numbers with LANGUAGE_MAX
2023-05-17 22:24:24 -04:00
AltoXorg 30cc61abce fix search rom extension oversight (#2891)
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-17 22:22:57 -04:00
Amaro Martínez b361d5ede1 Use UTF-8 for MSVC and enable visual styles for Windows (#2888)
* Add proper manifest for Windows

* MSVC: Use UTF-8 encoding compile option
2023-05-17 22:21:26 -04:00
Malkierian 099d9cd0fd Threaded save was causing issues for old oot-save.sav conversion. Added an option just for that instance to run SaveManager::SaveFileThreaded outside of a thread. Everything else still runs threaded. (#2894) 2023-05-17 15:51:17 -04:00
Adam Bird 5244cda90e expose thieves hideout selection for keyrings in randomizer settings 2023-05-16 17:40:50 -04:00
Malkierian 4cf3172a3d Fixed trying to emplace in sectionRegistry without index. 2023-05-15 17:40:10 -07:00
Malkierian 1a9ef29ac5 Added function to get sectionID for a specified section name, returning -1 if section name not registered. 2023-05-15 17:32:49 -07:00
Malkierian 50fbe5d00c Modified sectional saving to utilize an integer ID for calling specific sections to cut down on string copying. Utilizes enum values for non-mod sections to allow for cross-project use of those IDs, and sets up AddSaveFunction to add mod sections after that using max value enum. 2023-05-15 17:21:14 -07:00
Malkierian 4bc0d7d60d v3 >:( 2023-05-13 18:41:10 -07:00
Malkierian b5740bc878 v2 2023-05-13 18:35:27 -07:00
Malkierian 374301db9b Formatting and whitespace cleanup. 2023-05-13 18:29:05 -07:00
Malkierian 7861b4c092 Missed baseBlock -> saveBlock change in WiiU/Switch file writing block XD. 2023-05-13 12:33:10 -07:00
Malkierian 22531fed27 A little more code clarification. 2023-05-13 11:47:22 -07:00
Malkierian e2177d7392 Added sanity check to clearing sectionBlock["data"] to only be for randomizer and only when the save file is not randomizer (to clear the existing structure from the loaded spoiler log). 2023-05-13 11:45:20 -07:00
Malkierian 550c10b1c3 Little bit of code clarification. 2023-05-13 11:41:28 -07:00
Malkierian dbe672444c Changed string paramaters for save functions to proper const pointer type.
Implemented subsectional saving (handled in the section's save function, and passed to the save function by & pointer). Default of "all" passed in from SaveFile for game saves.

Implemented subsectional saving for sohStats and entrances/scenes discovered.

Fixed check for game save registry by putting the check against the registry in the "all" section save code.
2023-05-13 11:26:30 -07:00
Malkierian 42b35634a5 Fixed residual values in global save block causing new files to save all sections previously loaded for metadata initialization, regardless of that section's execution during the save process.
Fixed loading and saving of blank sceneTimestamps due to default construction of data structures during JSON loading making all "empty" entries have scene and room of 0.

Moved SoH stats initialization to `gameplaystats.cpp` via `SaveManager::AddInitFunction`.
2023-05-12 15:18:26 -07:00
Malkierian 685925cbb8 Moved sohStats to its own section, and moved the saving and loading to its own registered load and save functions within gameplaystats.cpp. Required making a new loader version for base without sohStats loading code.
Improved save file efficiency by adding code to not write any "empty" entries in `sceneTimestamps` (as determined by room and scene being 254) when saving, and initializing them to 254 if not loaded from the save file.
2023-05-12 13:23:50 -07:00
Malkierian 2ae713464d Moved sohStats to separate section, load and save code now in gameplaystats.cpp. Still needs new load version for base? 2023-05-11 12:02:04 -07:00
Malkierian 2a8810d6a5 Merge branch 'HarbourMasters:develop' into sectional-saves 2023-05-11 09:56:08 -07:00
briaguya 7dff8b6efc Spock Bravo -> Develop 2023-05-11 00:15:37 -04:00
Christopher Leggett d8891f1fe4 Version Bump (#2867) 2023-05-10 21:57:22 -04:00
Garrett Cox 85385db099 Use OnGameFrameUpdate for rainbow tick instead of relying on ImGui hidden window (#2872) 2023-05-10 21:48:01 -04:00
briaguya d1c930b5e5 reserved thread count (#2868)
* reserved thread count

* add comment, use latest main

---------

Co-authored-by: briaguya <briaguya@alice>
2023-05-10 21:32:15 -04:00
aMannus 6d4761f349 Fix several enemy ID's for Hyper Rush (#2871) 2023-05-10 20:44:40 -04:00
Malkierian 07bfba0162 Preliminary work on persistent save data json block.
Added autosaveRegistry to set section to save with overall autosave triggers.
2023-05-10 14:10:13 -07:00
aMannus 23d89122b3 CC: No longer rely on received parameter to be 0 (#2870) 2023-05-10 09:15:33 -04:00
Garrett Cox 2ea72f835a Cleanup cvars that are set on boot (#2863) 2023-05-10 09:08:35 -04:00
Christopher Leggett a72997f12b RANDO: Fix logic with OGC and mixed entrance pools (#2830)
* RANDO: Fix logic with OGC and mixed entrance pools

Adds a `GANONS_CASTLE_LEDGE` area and a `BuiltRainbowBridge` logic var. Added an event to `GANONS_CASTLE_GROUNDS` that sets `BuiltRainbowBridge` to true. Adds Entrances for `GANONS_CASTLE_LEDGE` to `GANONS_CASTLE_GROUNDS` when `IsAdult` and `BuiltRainbowBridge` (or the glitched logic that lets you skip the rainbow bridge) are true, `HYRULE_CASTLE_GROUNDS` when `IsChild` is true, and `GANONS_CASTLE_ENTRYWAY` When IsAdult is true (if child enters `GANONS_CASTLE_LEDGE` in game they are in `HYRULE_CASTLE_GROUNDS` and thus cannot go back into GANONS_CASTLE_ENTRYWAY). Adds Entrance for `GANONS_CASTLE_GROUNDS` to `GANONS_CASTLE_LEDGE` when `BuiltRainbowBridge` is true, or when the glitched logic that lets you skip the Rainbow Bridge is true.

* Adds intermediate area for age-gating

* Fixes the logic for actually killing the skulltula

* Adds hammer crouch stab as a way to kill OGC_GS
2023-05-09 23:41:45 -04:00
Adam Bird c70bdb7700 improve built in extraction detection (#2865) 2023-05-09 23:39:57 -04:00
briaguya 72358eb4d7 fix for day/night textures (#2853)
* hacky fix for deku tree entrance

* lonlon windows

* only hack in one place instead of everywhere

* dehack deku

* goron city entrance

* gerudo cell, zd entrance

* kak windows

* fix pot house

* back to the hacks

* back back

* space

* globals

* just hack it together to fix em all

---------

Co-authored-by: briaguya <briaguya@alice>
2023-05-09 23:33:27 -04:00
briaguya b887d38f5f bump LUS for thread stuff (#2866)
* bump for threads

* use latest lus main

---------

Co-authored-by: briaguya <briaguya@alice>
2023-05-09 23:04:02 -04:00
aMannus 23d40c1ca5 Fixed small error in CC .cs file (#2858) 2023-05-08 20:58:42 -04:00
Adam Bird caf8f1badc fix own dungeon items not using rando GI item when boss rooms are shuffled (#2859) 2023-05-08 15:44:50 -04:00
Kenix3 77987a42cf Bump LUS (#2855)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace
2023-05-07 23:01:12 -04:00
Christopher Leggett b166bdd3fc Reverts part of PR #2851 that required OTR regen. (#2856) 2023-05-07 22:54:54 -04:00
briaguya f5aacaf38b fix build (#2852)
Co-authored-by: briaguya <briaguya@alice>
2023-05-07 20:48:55 -04:00
Lutzx fac898d759 Add stdint headers (#1) (#2832)
* Add stdint header

* Add stdint header

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-05-07 20:23:12 -04:00
Kenix3 91bd693ff6 Bump LUS version (#2849)
* Bump LUS version

* Removes the "now" boolean from the LUS resource bridge functions.

* Bump LUS

* More LUS bump

* Update soh/soh/resource/importer/AudioSampleFactory.cpp

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-07 20:18:54 -04:00
louist103 f31a841789 ZAPD Update (#2851)
* git subrepo clone --force --branch=rebase2 C:/ZeldaStuff/ZAPDTR ZAPDTR/

subrepo:
  subdir:   "ZAPDTR"
  merged:   "6aa54a551"
upstream:
  origin:   "C:/ZeldaStuff/ZAPDTR"
  branch:   "rebase2"
  commit:   "6aa54a551"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* git subrepo clone --force --branch=rebase2 C:/ZeldaStuff/ZAPDTR ZAPDTR/

subrepo:
  subdir:   "ZAPDTR"
  merged:   "88b012240"
upstream:
  origin:   "C:/ZeldaStuff/ZAPDTR"
  branch:   "rebase2"
  commit:   "88b012240"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* Update (its broken)

* fix the enum

* git subrepo push --remote=C:/ZeldaStuff/ZAPDTR/ ZAPDTR

subrepo:
  subdir:   "ZAPDTR"
  merged:   "b7b6e1c82"
upstream:
  origin:   "C:/ZeldaStuff/ZAPDTR/"
  branch:   "rebase2"
  commit:   "b7b6e1c82"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* New names for LUS actions

* git subrepo push --remote=C:/ZeldaStuff/ZAPDTR/ ZAPDTR

subrepo:
  subdir:   "ZAPDTR"
  merged:   "c5cfebeee"
upstream:
  origin:   "C:/ZeldaStuff/ZAPDTR/"
  branch:   "rebase2"
  commit:   "c5cfebeee"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* git subrepo clone (merge) --force --branch=rebase2 C:/ZeldaStuff/ZAPDTR ZAPDTR/

subrepo:
  subdir:   "ZAPDTR"
  merged:   "d5f4769b8"
upstream:
  origin:   "C:/ZeldaStuff/ZAPDTR"
  branch:   "rebase2"
  commit:   "d5f4769b8"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* Fix missing commands in the exporter.

* Cleanups.

* git subrepo pull --force --remote=https://github.com/harbourmasters/ZAPDTR --branch=master ZAPDTR

subrepo:
  subdir:   "ZAPDTR"
  merged:   "d4c35b90a"
upstream:
  origin:   "https://github.com/harbourmasters/ZAPDTR"
  branch:   "master"
  commit:   "d4c35b90a"
git-subrepo:
  version:  "0.4.3"
  origin:   "???"
  commit:   "???"

* Add unordered_map include to fix MacOS

* fix string_view

* Update Main.cpp

* fix string view

* So close I can almost taste it

* So close

* Fix missed git marker.

* Fix surface types and

* Update ZFile.cpp

* Delete Jenkinsfile

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-07 19:58:50 -04:00
briaguya dd43719a14 Spock -> develop 2023-05-06 16:38:50 -04:00
Malkierian 778f548b01 Move Game Saving to Separate Thread (#2820)
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers.

* Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues.

Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves.

* Threaded saves fully implemented.

Platform-specific save code removed.

Thread safety added. Will wait for thread pool tasks to finish before resetting or closing.

* Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack.

* Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine.

* Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now.

* Re-added WiiU/Switch performance save code.

* Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written.

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-05-05 17:20:34 -04:00
aMannus 81372c092d CrowdControl 2.0 compatibility & category tweak (#2814)
* Updated CC 2.0 .cs file and small category fix

* Remove old comments

* Prepare prices and descriptions in .cs file

* Finalize 2.0 files
2023-05-05 17:18:29 -04:00
Adam Bird 79a10c62ef remove tts hotkey for linux and update readme (#2833) 2023-05-05 02:38:54 -04:00
Adam Bird 5f0f2731ee udpate mac launch script to set SHIP_HOME (#2831) 2023-05-05 02:34:07 -04:00
Kenix3 f9cfcde627 Lus updates (#2835)
* Changes for LUS renames in ResourceManager and Archive.

* Moves WriteSaveFile and ReadSaveFile to SaveManager.

* Removes ImGui namespace.

* Bump LUS

* Updates gitignore for intellij projects.

* Controller usage is now up to date with newest LUS.

* Adapters for removal of Controller.WriteToSource from LUS.

* Uses correct capitalization on Controller.GetProfile()

* Bump LUS

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-05-04 23:56:57 -04:00
Christopher Leggett 1fbec4c69c Merge pull request #2829 from HarbourMasters/develop-spock
Spock -> Develop
2023-05-04 08:52:50 -04:00
briaguya c3ba15ed57 fix: don't crash when changing margins (#2828)
for some reason we were getting garbage data in cvarNameMargins when doing things the `const char *` way. i wasn't able to figure out why that was getting garbage but this makes it so we don't get garbage in there

Co-authored-by: briaguya <briaguya@alice>
2023-05-04 00:35:56 -04:00
PurpleHato d025ca0d90 TWEAK: Rupee dash duplication (#2815)
* TWEAK: Rupee dash duplication

Rupee dash was duplicated while being moved over the EXTRA MODES, so this fixes the duplication and put it only there

* Update soh/soh/GameMenuBar.cpp

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-04 00:31:52 -04:00
Christopher Leggett 071a2d0418 Merge pull request #2826 from HarbourMasters/develop-spock
Spock -> Develop
2023-05-03 23:00:45 -04:00
briaguya c02dcb598a fix: properly load textures for debug text (#2775)
Co-authored-by: briaguya <briaguya@alice>
2023-05-03 22:23:50 -04:00
GaryOderNichts 176650cb3a GCC 13 support (#2780) 2023-05-03 21:55:49 -04:00
briaguya 7d0515c501 fix: properly load custom models on scene transition (#2779)
* hack that makes it so custom models still work on scene transition

* Update soh/soh/OTRGlobals.cpp

Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>

* naming/formatting

---------

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
2023-05-03 21:54:23 -04:00
Adam Bird f81b042843 Tweak: Reset trade item cycling when pausing or changing pages (#2808)
* reset trade select when unpausing

* move trade select reset to kaleido init and handle when changing pages
2023-05-03 21:45:41 -04:00
Adam Bird 2845a29e28 more mq only texture lookup fixes (#2803) 2023-05-03 21:35:08 -04:00
AltoXorg f27ef0ec3b fix: extractor dialog No selection (#2798) 2023-05-03 21:29:50 -04:00
Adam Bird f9a696e9bd add back missing early break/return for bottle filling (#2817) 2023-05-03 21:26:03 -04:00
Adam Bird c3c97f207f Fix: add header to align soh.otr file assets and fix asset crash for Mac (#2819)
* add header for aligned assets for soh files

* remove debug statements

* update more string asset usage to aligned vars
2023-05-03 20:58:41 -04:00
Kenix3 4980ae8dcc Lus updates (#2822)
* Changes for LUS renames in ResourceManager and Archive.

* Moves WriteSaveFile and ReadSaveFile to SaveManager.

* Removes ImGui namespace.

* Bump LUS

* Update soh/soh/GameMenuBar.cpp

* Bump LUS

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-03 20:46:26 -04:00
AltoXorg 859bf856b8 remove 100 character limit to baseRomPath (#2801) 2023-04-30 19:52:37 -04:00
Adam Bird dac90bb9eb fix mq dungeons crashing by not using mq textures (#2764) 2023-04-27 23:30:14 -04:00
2434 changed files with 42749 additions and 530634 deletions
+44 -43
View File
@@ -229,48 +229,48 @@ jobs:
soh.nro
soh.otr
readme.txt
# build-wiiu:
# needs: generate-soh-otr
# runs-on: ${{ (vars.LINUX_RUNNER && fromJSON(vars.LINUX_RUNNER)) || 'ubuntu-latest' }}
# container:
# image: devkitpro/devkitppc:latest
# steps:
# - name: Install dependencies
# if: ${{ !vars.LINUX_RUNNER }}
# run: |
# sudo apt-get update
# sudo apt-get install -y ninja-build
# - uses: actions/checkout@v3
# with:
# submodules: true
# - name: ccache
# uses: hendrikmuhs/ccache-action@v1.2
# with:
# key: ${{ runner.os }}-wiiu-ccache
# - name: Build SoH
# run: |
# cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
# cmake --build build-wiiu --target soh_wuhb --config Release -j3
build-wiiu:
needs: generate-soh-otr
runs-on: ${{ (vars.LINUX_RUNNER && fromJSON(vars.LINUX_RUNNER)) || 'ubuntu-latest' }}
container:
image: devkitpro/devkitppc:20230110
steps:
- name: Install dependencies
if: ${{ !vars.LINUX_RUNNER }}
run: |
sudo apt-get update
sudo apt-get install -y ninja-build
- uses: actions/checkout@v3
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-wiiu-ccache
- name: Build SoH
run: |
cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
cmake --build build-wiiu --target soh_wuhb --config Release -j3
# mv build-wiiu/soh/*.rpx soh.rpx
# mv build-wiiu/soh/*.wuhb soh.wuhb
# mv README.md readme.txt
# env:
# DEVKITPRO: /opt/devkitpro
# DEVKITPPC: /opt/devkitpro/devkitPPC
# - name: Download soh.otr
# uses: actions/download-artifact@v3
# with:
# name: soh.otr
# - name: Upload build
# uses: actions/upload-artifact@v3
# with:
# name: soh-wiiu
# path: |
# soh.rpx
# soh.wuhb
# soh.otr
# readme.txt
mv build-wiiu/soh/*.rpx soh.rpx
mv build-wiiu/soh/*.wuhb soh.wuhb
mv README.md readme.txt
env:
DEVKITPRO: /opt/devkitpro
DEVKITPPC: /opt/devkitpro/devkitPPC
- name: Download soh.otr
uses: actions/download-artifact@v3
with:
name: soh.otr
- name: Upload build
uses: actions/upload-artifact@v3
with:
name: soh-wiiu
path: |
soh.rpx
soh.wuhb
soh.otr
readme.txt
build-windows:
needs: generate-soh-otr
runs-on: ${{ (vars.WINDOWS_RUNNER && fromJSON(vars.WINDOWS_RUNNER)) || 'windows-latest' }}
@@ -289,6 +289,8 @@ jobs:
key: ${{ runner.os }}-ccache
- uses: ilammy/msvc-dev-cmd@v1
- name: Build SoH
env:
VCPKG_ROOT: D:/a/vcpkg
run: |
set $env:PATH="$env:USERPROFILE/.cargo/bin;$env:PATH"
cmake -S . -B build-windows -G Ninja -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
@@ -302,8 +304,7 @@ jobs:
mv ./x64/Release/soh.pdb ./soh-windows/debug/soh.pdb
mv ./README.md ./soh-windows/readme.txt
mv ./build-windows/gamecontrollerdb.txt ./soh-windows/gamecontrollerdb.txt
mv ./build-windows/OTRGui/assets ./soh-windows
mv ./build-windows/ZAPD/ZAPD.exe ./soh-windows/assets/extractor/ZAPD.exe
mv ./x64/Release/assets ./soh-windows
- name: Download soh.otr
uses: actions/download-artifact@v3
with:
+2 -1
View File
@@ -7,7 +7,7 @@ __pycache__/
.vscode/
.vs/
.idea/
cmake-build-debug
cmake-build-**
venv/
.cache/
@@ -444,6 +444,7 @@ install_manifest.txt
compile_commands.json
CTestTestfile.cmake
_deps
_packages
*/extract_assets_cmake*
/build*
+17 -12
View File
@@ -5,12 +5,13 @@ set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version")
project(Ship VERSION 7.0.0 LANGUAGES C CXX)
set(PROJECT_BUILD_NAME "Spock Alfa" CACHE STRING "")
project(Ship VERSION 7.1.0 LANGUAGES C CXX)
set(PROJECT_BUILD_NAME "Sulu Alfa" CACHE STRING "")
set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
add_compile_options($<$<CXX_COMPILER_ID:MSVC>:/MP>)
add_compile_options($<$<CXX_COMPILER_ID:MSVC>:/utf-8>)
if (CMAKE_SYSTEM_NAME MATCHES "Windows|Linux")
if(NOT DEFINED BUILD_CROWD_CONTROL)
@@ -90,9 +91,6 @@ add_subdirectory(libultraship ${CMAKE_BINARY_DIR}/libultraship)
add_subdirectory(ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
add_subdirectory(OTRExporter)
add_subdirectory(soh)
if(CMAKE_SYSTEM_NAME MATCHES "Windows|Linux")
add_subdirectory(OTRGui)
endif()
set_property(TARGET soh PROPERTY APPIMAGE_DESKTOP_FILE_TERMINAL YES)
set_property(TARGET soh PROPERTY APPIMAGE_DESKTOP_FILE "${CMAKE_SOURCE_DIR}/scripts/linux/appimage/soh.desktop")
@@ -101,6 +99,13 @@ set_property(TARGET soh PROPERTY APPIMAGE_ICON_FILE "${CMAKE_BINARY_DIR}/sohIcon
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Linux")
install(PROGRAMS "${CMAKE_SOURCE_DIR}/scripts/linux/appimage/soh.sh" DESTINATION . COMPONENT appimage)
install(FILES "${CMAKE_SOURCE_DIR}/soh.otr" DESTINATION . COMPONENT appimage)
install(TARGETS ZAPD DESTINATION ./assets/extractor COMPONENT appimage)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/soh/assets/extractor/" DESTINATION ./assets/extractor COMPONENT appimage)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/soh/assets/xml/" DESTINATION ./assets/extractor/xmls COMPONENT appimage)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/filelists/" DESTINATION ./assets/extractor/filelists COMPONENT appimage)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ActorList_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols COMPONENT appimage)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ObjectList_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols COMPONENT appimage)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/SymbolMap_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols COMPONENT appimage)
endif()
find_package(Python3 COMPONENTS Interpreter)
@@ -156,17 +161,17 @@ add_custom_target(CreateOSXIcons
)
add_dependencies(soh CreateOSXIcons)
add_custom_target(Assets ALL
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/OTRGui/assets/extractor" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/extractor" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/OTRExporter/assets" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/game" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_SOURCE_DIR}/soh/assets/xml" -Ddst_dir="${CMAKE_BINARY_DIR}/assets/extractor/xmls" -P "${CMAKE_SOURCE_DIR}/OTRGui/Overwrite.cmake"
)
add_dependencies(soh Assets)
install(TARGETS ZAPD DESTINATION ${CMAKE_BINARY_DIR}/assets/extractor)
set(PROGRAM_PERMISSIONS_EXECUTE OWNER_EXECUTE OWNER_WRITE OWNER_READ GROUP_EXECUTE GROUP_READ WORLD_EXECUTE WORLD_READ)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/soh/assets/extractor/" DESTINATION ./assets/extractor)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/soh/assets/xml/" DESTINATION ./assets/extractor/xmls)
install(DIRECTORY "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/filelists/" DESTINATION ./assets/extractor/filelists)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ActorList_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ObjectList_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols)
install(FILES "${CMAKE_SOURCE_DIR}/OTRExporter/CFG/SymbolMap_OoTMqDbg.txt" DESTINATION ./assets/extractor/symbols)
install(DIRECTORY ${CMAKE_BINARY_DIR}/assets
DESTINATION .
PATTERN ZAPD.out
@@ -5,20 +5,20 @@ void OTRExporter_Animation::Save(ZResource* res, const fs::path& outPath, Binary
{
ZAnimation* anim = (ZAnimation*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_Animation);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_Animation);
ZNormalAnimation* normalAnim = dynamic_cast<ZNormalAnimation*>(anim);
ZCurveAnimation* curveAnim = dynamic_cast<ZCurveAnimation*>(anim);
ZLinkAnimation* linkAnim = dynamic_cast<ZLinkAnimation*>(anim);
if (linkAnim != nullptr)
{
writer->Write((uint32_t)Ship::AnimationType::Link);
writer->Write((uint32_t)LUS::AnimationType::Link);
writer->Write((uint16_t)linkAnim->frameCount);
writer->Write((uint32_t)linkAnim->segmentAddress);
}
else if (curveAnim != nullptr)
{
writer->Write((uint32_t)Ship::AnimationType::Curve);
writer->Write((uint32_t)LUS::AnimationType::Curve);
writer->Write((uint16_t)curveAnim->frameCount);
writer->Write((uint32_t)curveAnim->refIndexArr.size());
@@ -44,7 +44,7 @@ void OTRExporter_Animation::Save(ZResource* res, const fs::path& outPath, Binary
}
else if (normalAnim != nullptr)
{
writer->Write((uint32_t)Ship::AnimationType::Normal);
writer->Write((uint32_t)LUS::AnimationType::Normal);
writer->Write((uint16_t)normalAnim->frameCount);
writer->Write((uint32_t)normalAnim->rotationValues.size());
@@ -65,6 +65,6 @@ void OTRExporter_Animation::Save(ZResource* res, const fs::path& outPath, Binary
}
else
{
writer->Write((uint32_t)Ship::AnimationType::Legacy);
writer->Write((uint32_t)LUS::AnimationType::Legacy);
}
}
+1 -1
View File
@@ -5,7 +5,7 @@ void OTRExporter_Array::Save(ZResource* res, const fs::path& outPath, BinaryWrit
{
ZArray* arr = (ZArray*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::Array);
WriteHeader(res, outPath, writer, LUS::ResourceType::Array);
writer->Write((uint32_t)arr->resList[0]->GetResourceType());
writer->Write((uint32_t)arr->arrayCnt);
+5 -5
View File
@@ -2,7 +2,7 @@
#include "Main.h"
#include <Utils/MemoryStream.h>
#include <Globals.h>
#include <Utils/File.h>
#include <Utils/DiskFile.h>
#include "DisplayListExporter.h"
void OTRExporter_Audio::WriteSampleEntryReference(ZAudio* audio, SampleEntry* entry, std::map<uint32_t, SampleEntry*> samples, BinaryWriter* writer)
@@ -29,7 +29,7 @@ void OTRExporter_Audio::WriteSampleEntryReference(ZAudio* audio, SampleEntry* en
void OTRExporter_Audio::WriteSampleEntry(SampleEntry* entry, BinaryWriter* writer)
{
WriteHeader(nullptr, "", writer, Ship::ResourceType::SOH_AudioSample, Ship::Version::Rachael);
WriteHeader(nullptr, "", writer, LUS::ResourceType::SOH_AudioSample, 2);
writer->Write(entry->codec);
writer->Write(entry->medium);
@@ -81,7 +81,7 @@ void OTRExporter_Audio::Save(ZResource* res, const fs::path& outPath, BinaryWrit
{
ZAudio* audio = (ZAudio*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_Audio, Ship::Version::Rachael);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_Audio, 2);
// Write Samples as individual files
for (auto pair : audio->samples)
@@ -114,7 +114,7 @@ void OTRExporter_Audio::Save(ZResource* res, const fs::path& outPath, BinaryWrit
MemoryStream* fntStream = new MemoryStream();
BinaryWriter fntWriter = BinaryWriter(fntStream);
WriteHeader(nullptr, "", &fntWriter, Ship::ResourceType::SOH_AudioSoundFont, Ship::Version::Rachael);
WriteHeader(nullptr, "", &fntWriter, LUS::ResourceType::SOH_AudioSoundFont, 2);
fntWriter.Write((uint32_t)i);
fntWriter.Write(audio->soundFontTable[i].medium);
@@ -173,7 +173,7 @@ void OTRExporter_Audio::Save(ZResource* res, const fs::path& outPath, BinaryWrit
MemoryStream* seqStream = new MemoryStream();
BinaryWriter seqWriter = BinaryWriter(seqStream);
WriteHeader(nullptr, "", &seqWriter, Ship::ResourceType::SOH_AudioSequence, Ship::Version::Rachael);
WriteHeader(nullptr, "", &seqWriter, LUS::ResourceType::SOH_AudioSequence, 2);
seqWriter.Write((uint32_t)seq.size());
seqWriter.Write(seq.data(), seq.size());
@@ -5,7 +5,7 @@ void OTRExporter_Background::Save(ZResource* res, const fs::path& outPath, Binar
{
ZBackground* bg = (ZBackground*)res;
WriteHeader(bg, outPath, writer, Ship::ResourceType::SOH_Background);
WriteHeader(bg, outPath, writer, LUS::ResourceType::SOH_Background);
writer->Write((uint32_t)bg->GetRawDataSize());
+1 -1
View File
@@ -5,7 +5,7 @@ void OTRExporter_Blob::Save(ZResource* res, const fs::path& outPath, BinaryWrite
{
ZBlob* blob = (ZBlob*)res;
WriteHeader(blob, outPath, writer, Ship::ResourceType::Blob);
WriteHeader(blob, outPath, writer, LUS::ResourceType::Blob);
auto start = std::chrono::steady_clock::now();
+10 -8
View File
@@ -5,7 +5,7 @@ void OTRExporter_Collision::Save(ZResource* res, const fs::path& outPath, Binary
{
ZCollisionHeader* col = (ZCollisionHeader*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_CollisionHeader);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_CollisionHeader);
writer->Write(col->absMinX);
writer->Write(col->absMinY);
@@ -32,16 +32,18 @@ void OTRExporter_Collision::Save(ZResource* res, const fs::path& outPath, Binary
writer->Write(col->polygons[i].vtxA);
writer->Write(col->polygons[i].vtxB);
writer->Write(col->polygons[i].vtxC);
writer->Write(col->polygons[i].a);
writer->Write(col->polygons[i].b);
writer->Write(col->polygons[i].c);
writer->Write(col->polygons[i].d);
writer->Write(col->polygons[i].normX);
writer->Write(col->polygons[i].normY);
writer->Write(col->polygons[i].normZ);
writer->Write(col->polygons[i].dist);
}
writer->Write((uint32_t)col->polygonTypes.size());
writer->Write((uint32_t)col->PolygonTypes.size());
for (uint16_t i = 0; i < col->polygonTypes.size(); i++)
writer->Write(col->polygonTypes[i]);
for (uint16_t i = 0; i < col->PolygonTypes.size(); i++) {
writer->Write(col->PolygonTypes[i].data[1]);
writer->Write(col->PolygonTypes[i].data[0]);
}
writer->Write((uint32_t)col->camData->entries.size());
+127 -114
View File
@@ -5,12 +5,11 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
{
ZCutscene* cs = (ZCutscene*)res;
WriteHeader(cs, outPath, writer, Ship::ResourceType::SOH_Cutscene);
WriteHeader(cs, outPath, writer, LUS::ResourceType::SOH_Cutscene);
//writer->Write((uint32_t)cs->commands.size() + 2 + 2);
writer->Write((uint32_t)0);
int currentStream = writer->GetBaseAddress();
const auto currentStream = writer->GetBaseAddress();
writer->Write(CS_BEGIN_CUTSCENE(cs->numCommands, cs->endFrame));
@@ -26,12 +25,13 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_HH(0x0001, ((CutsceneCommandSetCameraPos*)cs->commands[i])->startFrame));
writer->Write(CMD_HH(cmdCamPos->endFrame, 0x0000));
for (auto& e : ((CutsceneCommandSetCameraPos*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_BBH(e->continueFlag, e->cameraRoll, e->nextPointFrame));
writer->Write(e->viewAngle);
writer->Write(CMD_HH(e->posX, e->posY));
writer->Write(CMD_HH(e->posZ, e->unused));
CutsceneCameraPoint* point = (CutsceneCameraPoint*)e;
writer->Write(CMD_BBH(point->continueFlag, point->cameraRoll, point->nextPointFrame));
writer->Write(point->viewAngle);
writer->Write(CMD_HH(point->posX, point->posY));
writer->Write(CMD_HH(point->posZ, point->unused));
}
}
break;
@@ -43,51 +43,54 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_HH(0x0001, cmdCamPos->startFrame));
writer->Write(CMD_HH(cmdCamPos->endFrame, 0x0000));
for (auto& e : ((CutsceneCommandSetCameraPos*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_BBH(e->continueFlag, e->cameraRoll, e->nextPointFrame));
writer->Write(e->viewAngle);
writer->Write(CMD_HH(e->posX, e->posY));
writer->Write(CMD_HH(e->posZ, e->unused));
CutsceneCameraPoint* point = (CutsceneCameraPoint*)e;
writer->Write(CMD_BBH(point->continueFlag, point->cameraRoll, point->nextPointFrame));
writer->Write(point->viewAngle);
writer->Write(CMD_HH(point->posX, point->posY));
writer->Write(CMD_HH(point->posZ, point->unused));
}
break;
}
case (uint32_t)CutsceneCommands::SpecialAction:
case (uint32_t)CutsceneCommands::Misc:
{
writer->Write(CS_CMD_MISC);
writer->Write((uint32_t)CMD_W(((CutsceneCommandSpecialAction*)cs->commands[i])->entries.size()));
for (auto& e : ((CutsceneCommandSpecialAction*)cs->commands[i])->entries) //All in OOT seem to only have 1 entry
writer->Write((uint32_t)CMD_W((cs->commands[i])->entries.size()));
for (const auto& e : cs->commands[i]->entries) //All in OOT seem to only have 1 entry
{
writer->Write(CMD_HH(e->base, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->unused0));
writer->Write(CMD_W(e->unused1));
writer->Write(CMD_W(e->unused2));
writer->Write(CMD_W(e->unused3));
writer->Write(CMD_W(e->unused4));
writer->Write(CMD_W(e->unused5));
writer->Write(CMD_W(e->unused6));
writer->Write(CMD_W(e->unused7));
writer->Write(CMD_W(e->unused8));
writer->Write(CMD_W(e->unused9));
writer->Write(CMD_W(e->unused10));
CutsceneSubCommandEntry_GenericCmd* cmd = (CutsceneSubCommandEntry_GenericCmd*)e;
writer->Write(CMD_HH(cmd->base, cmd->startFrame));
writer->Write(CMD_HH(cmd->endFrame, cmd->pad));
writer->Write(CMD_W(cmd->unused1));
writer->Write(CMD_W(cmd->unused2));
writer->Write(CMD_W(cmd->unused3));
writer->Write(CMD_W(cmd->unused4));
writer->Write(CMD_W(cmd->unused5));
writer->Write(CMD_W(cmd->unused6));
writer->Write(CMD_W(cmd->unused7));
writer->Write(CMD_W(cmd->unused8));
writer->Write(CMD_W(cmd->unused9));
writer->Write(CMD_W(cmd->unused10));
}
break;
}
case (uint32_t)CutsceneCommands::SetLighting:
{
writer->Write(CS_CMD_SET_LIGHTING);
writer->Write((uint32_t)CMD_W(((CutsceneCommandEnvLighting*)cs->commands[i])->entries.size()));
for (auto& e : ((CutsceneCommandEnvLighting*)cs->commands[i])->entries)
writer->Write((uint32_t)CMD_W((cs->commands[i])->entries.size()));
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->setting, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->unused0));
writer->Write(CMD_W(e->unused1));
writer->Write(CMD_W(e->unused2));
writer->Write(CMD_W(e->unused3));
writer->Write(CMD_W(e->unused4));
writer->Write(CMD_W(e->unused5));
writer->Write(CMD_W(e->unused6));
writer->Write(CMD_W(e->unused7));
CutsceneSubCommandEntry_GenericCmd* cmd = (CutsceneSubCommandEntry_GenericCmd*)e;
writer->Write(CMD_HH(cmd->base, cmd->startFrame));
writer->Write(CMD_HH(cmd->endFrame, cmd->pad));
writer->Write(CMD_W(cmd->unused1));
writer->Write(CMD_W(cmd->unused2));
writer->Write(CMD_W(cmd->unused3));
writer->Write(CMD_W(cmd->unused4));
writer->Write(CMD_W(cmd->unused5));
writer->Write(CMD_W(cmd->unused6));
writer->Write(CMD_W(cmd->unused7));
writer->Write((uint32_t)0x0);
writer->Write((uint32_t)0x0);
writer->Write((uint32_t)0x0);
@@ -102,12 +105,13 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_HH(0x0001, ((CutsceneCommandSetCameraPos*)cs->commands[i])->startFrame));
writer->Write(CMD_HH(cmdCamPos->endFrame, 0x0000));
for (auto& e : ((CutsceneCommandSetCameraPos*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_BBH(e->continueFlag, e->cameraRoll, e->nextPointFrame));
writer->Write(e->viewAngle);
writer->Write(CMD_HH(e->posX, e->posY));
writer->Write(CMD_HH(e->posZ, e->unused));
CutsceneCameraPoint* point = (CutsceneCameraPoint*)e;
writer->Write(CMD_BBH(point->continueFlag, point->cameraRoll, point->nextPointFrame));
writer->Write(point->viewAngle);
writer->Write(CMD_HH(point->posX, point->posY));
writer->Write(CMD_HH(point->posZ, point->unused));
}
break;
}
@@ -119,12 +123,13 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_HH(0x0001, ((CutsceneCommandSetCameraPos*)cs->commands[i])->startFrame));
writer->Write(CMD_HH(cmdCamPos->endFrame, 0x0000));
for (auto& e : ((CutsceneCommandSetCameraPos*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_BBH(e->continueFlag, e->cameraRoll, e->nextPointFrame));
writer->Write(e->viewAngle);
writer->Write(CMD_HH(e->posX, e->posY));
writer->Write(CMD_HH(e->posZ, e->unused));
CutsceneCameraPoint* point = (CutsceneCameraPoint*)e;
writer->Write(CMD_BBH(point->continueFlag, point->cameraRoll, point->nextPointFrame));
writer->Write(point->viewAngle);
writer->Write(CMD_HH(point->posX, point->posY));
writer->Write(CMD_HH(point->posZ, point->unused));
}
break;
}
@@ -137,24 +142,26 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
case (uint32_t)CutsceneCommands::Cmd09:
{
writer->Write(CS_CMD_09);
writer->Write((uint32_t)CMD_W(((CutsceneCommandUnknown9*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(((CutsceneCommand_Rumble*)cs->commands[i])->entries.size()));
for (auto& e : ((CutsceneCommandUnknown9*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->base, e->startFrame));
writer->Write(CMD_HBB(e->endFrame, e->unk2, e->unk3));
writer->Write(CMD_BBH(e->unk4, e->unused0, e->unused1));
CutsceneSubCommandEntry_Rumble* r = (CutsceneSubCommandEntry_Rumble*)e;
writer->Write(CMD_HH(r->base, r->startFrame));
writer->Write(CMD_HBB(e->endFrame, r->unk_06, r->unk_07));
writer->Write(CMD_BBH(r->unk_08, r->unk_09, r->unk_0A));
}
break;
}
case 0x15:
case (uint32_t)CutsceneCommands::Unknown:
case 0x15://Both unused in OoT
case 0x1A://(uint32_t)CutsceneCommands::Unknown:
{
#if 0
CutsceneCommandUnknown* cmdUnk = (CutsceneCommandUnknown*)cs->commands[i];
writer->Write((uint32_t)cs->commands[i]->commandID);
writer->Write((uint32_t)cmdUnk->entries.size());
for (auto e : cmdUnk->entries)
for (const auto e : cmdUnk->entries)
{
writer->Write(CMD_W(e->unused0));
writer->Write(CMD_W(e->unused1));
@@ -169,31 +176,33 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_W(e->unused10));
writer->Write(CMD_W(e->unused11));
}
#endif
}
break;
case (uint32_t)CutsceneCommands::Textbox:
{
writer->Write(CS_CMD_TEXTBOX);
writer->Write((uint32_t)CMD_W(((CutsceneCommandTextbox*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W((cs->commands[i])->entries.size()));
for (auto& e : ((CutsceneCommandTextbox*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
if (e->base == 0xFFFF) // CS_TEXT_NONE
CutsceneSubCommandEntry_TextBox* textBox = (CutsceneSubCommandEntry_TextBox*)e;
if (textBox->base == 0xFFFF) // CS_TEXT_NONE
{
writer->Write(CMD_HH(0xFFFF, e->startFrame));
writer->Write(CMD_HH(e->endFrame, 0xFFFF));
writer->Write(CMD_HH(0xFFFF, textBox->startFrame));
writer->Write(CMD_HH(textBox->endFrame, 0xFFFF));
writer->Write(CMD_HH(0xFFFF, 0xFFFF));
}
else // CS_TEXT_DISPLAY_TEXTBOX
{
writer->Write(CMD_HH(e->base, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->type));
writer->Write(CMD_HH(e->textID1, e->textID2));
writer->Write(CMD_HH(textBox->base, textBox->startFrame));
writer->Write(CMD_HH(textBox->endFrame, textBox->type));
writer->Write(CMD_HH(textBox->textId1, textBox->textId2));
}
}
break;
}
case (uint32_t)CutsceneCommands::SetActorAction0:
case 10: //ActorAction0
case (uint32_t)CutsceneCommands::SetActorAction1:
case 17:
case 18:
@@ -292,11 +301,12 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
case (uint32_t)CutsceneCommands::SetActorAction10:
{
writer->Write((uint32_t)(CutsceneCommands)cs->commands[i]->commandID);
writer->Write((uint32_t)CMD_W(((CutsceneCommandActorAction*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(cs->commands[i]->entries.size()));
for (auto& actorAct : ((CutsceneCommandActorAction*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(actorAct->action, actorAct->startFrame));
CutsceneSubCommandEntry_ActorAction* actorAct = (CutsceneSubCommandEntry_ActorAction*)e;
writer->Write(CMD_HH(actorAct->base, actorAct->startFrame));
writer->Write(CMD_HH(actorAct->endFrame, actorAct->rotX));
writer->Write(CMD_HH(actorAct->rotY, actorAct->rotZ));
writer->Write(CMD_W(actorAct->startPosX));
@@ -322,24 +332,23 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(CMD_HH((((CutsceneCommandSceneTransFX*)cs->commands[i])->endFrame), ((CutsceneCommandSceneTransFX*)cs->commands[i])->endFrame));
break;
}
case (uint32_t)CutsceneCommands::Nop: //Not used in OOT
break;
case (uint32_t)CutsceneCommands::PlayBGM:
{
writer->Write(CS_CMD_PLAYBGM);
writer->Write((uint32_t)CMD_W(((CutsceneCommandPlayBGM*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(cs->commands[i]->entries.size()));
for (auto& e : ((CutsceneCommandPlayBGM*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->sequence, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->unknown0));
writer->Write(CMD_W(e->unknown1));
writer->Write(CMD_W(e->unknown2));
writer->Write(CMD_W(e->unknown3));
writer->Write(CMD_W(e->unknown4));
writer->Write(CMD_W(e->unknown5));
writer->Write(CMD_W(e->unknown6));
writer->Write(CMD_W(e->unknown7));
CutsceneSubCommandEntry_GenericCmd* cmd = (CutsceneSubCommandEntry_GenericCmd*)e;
writer->Write(CMD_HH(cmd->base, cmd->startFrame));
writer->Write(CMD_HH(cmd->endFrame, cmd->pad));
writer->Write(CMD_W(cmd->unused1));
writer->Write(CMD_W(cmd->unused2));
writer->Write(CMD_W(cmd->unused3));
writer->Write(CMD_W(cmd->unused4));
writer->Write(CMD_W(cmd->unused5));
writer->Write(CMD_W(cmd->unused6));
writer->Write(CMD_W(cmd->unused7));
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
@@ -349,19 +358,20 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
case (uint32_t)CutsceneCommands::StopBGM:
{
writer->Write(CS_CMD_STOPBGM);
writer->Write((uint32_t)CMD_W(((CutsceneCommandStopBGM*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(cs->commands[i]->entries.size()));
for (auto& e : ((CutsceneCommandStopBGM*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->sequence, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->unknown0));
writer->Write(CMD_W(e->unknown1));
writer->Write(CMD_W(e->unknown2));
writer->Write(CMD_W(e->unknown3));
writer->Write(CMD_W(e->unknown4));
writer->Write(CMD_W(e->unknown5));
writer->Write(CMD_W(e->unknown6));
writer->Write(CMD_W(e->unknown7));
CutsceneSubCommandEntry_GenericCmd* cmd = (CutsceneSubCommandEntry_GenericCmd*)e;
writer->Write(CMD_HH(cmd->base, cmd->startFrame));
writer->Write(CMD_HH(cmd->endFrame, cmd->pad));
writer->Write(CMD_W(cmd->unused1));
writer->Write(CMD_W(cmd->unused2));
writer->Write(CMD_W(cmd->unused3));
writer->Write(CMD_W(cmd->unused4));
writer->Write(CMD_W(cmd->unused5));
writer->Write(CMD_W(cmd->unused6));
writer->Write(CMD_W(cmd->unused7));
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
@@ -371,19 +381,20 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
case (uint32_t)CutsceneCommands::FadeBGM:
{
writer->Write(CS_CMD_FADEBGM);
writer->Write((uint32_t)CMD_W(((CutsceneCommandFadeBGM*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(cs->commands[i]->entries.size()));
for (auto& e : ((CutsceneCommandFadeBGM*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->base, e->startFrame));
writer->Write(CMD_HH(e->endFrame, e->unknown0));
writer->Write(CMD_W(e->unknown1));
writer->Write(CMD_W(e->unknown2));
writer->Write(CMD_W(e->unknown3));
writer->Write(CMD_W(e->unknown4));
writer->Write(CMD_W(e->unknown5));
writer->Write(CMD_W(e->unknown6));
writer->Write(CMD_W(e->unknown7));
CutsceneSubCommandEntry_GenericCmd* cmd = (CutsceneSubCommandEntry_GenericCmd*)e;
writer->Write(CMD_HH(cmd->base, cmd->startFrame));
writer->Write(CMD_HH(cmd->endFrame, cmd->pad));
writer->Write(CMD_W(cmd->unused1));
writer->Write(CMD_W(cmd->unused2));
writer->Write(CMD_W(cmd->unused3));
writer->Write(CMD_W(cmd->unused4));
writer->Write(CMD_W(cmd->unused5));
writer->Write(CMD_W(cmd->unused6));
writer->Write(CMD_W(cmd->unused7));
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
writer->Write((uint32_t)0);
@@ -393,22 +404,24 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
case (uint32_t)CutsceneCommands::SetTime:
{
writer->Write(CS_CMD_SETTIME);
writer->Write((uint32_t)CMD_W(((CutsceneCommandDayTime*)cs->commands[i])->entries.size()));
writer->Write((uint32_t)CMD_W(cs->commands[i]->entries.size()));
for (auto& e : ((CutsceneCommandDayTime*)cs->commands[i])->entries)
for (const auto& e : cs->commands[i]->entries)
{
writer->Write(CMD_HH(e->base, e->startFrame));
writer->Write(CMD_HBB(e->endFrame, e->hour, e->minute));
writer->Write((uint32_t)CMD_W(e->unused));
CutsceneSubCommandEntry_SetTime* t = (CutsceneSubCommandEntry_SetTime*)e;
writer->Write(CMD_HH(t->base, t->startFrame));
writer->Write(CMD_HBB(t->endFrame, t->hour, t->minute));
writer->Write((uint32_t)CMD_W(t->unk_08));
}
break;
}
case (uint32_t)CutsceneCommands::Terminator:
{
CutsceneCommand_Terminator* t = (CutsceneCommand_Terminator*)cs->commands[i];
writer->Write(CS_CMD_TERMINATOR);
writer->Write((uint32_t)1);
writer->Write(CMD_HH(((CutsceneCommandTerminator*)cs->commands[i])->base, ((CutsceneCommandTerminator*)cs->commands[i])->startFrame));
writer->Write(CMD_HH(((CutsceneCommandTerminator*)cs->commands[i])->endFrame, ((CutsceneCommandTerminator*)cs->commands[i])->endFrame));
writer->Write(CMD_HH(t->base, t->startFrame));
writer->Write(CMD_HH(t->endFrame, t->endFrame));
break;
}
default:
@@ -424,8 +437,8 @@ void OTRExporter_Cutscene::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write(0xFFFFFFFF);
writer->Write((uint32_t)0);
int endStream = writer->GetBaseAddress();
writer->Seek(currentStream - 4, SeekOffsetType::Start);
const auto endStream = writer->GetBaseAddress();
writer->Seek((uint32_t)currentStream - 4, SeekOffsetType::Start);
writer->Write((uint32_t)((endStream - currentStream) / 4));
writer->Seek(endStream, SeekOffsetType::Start);
writer->Seek((uint32_t)endStream, SeekOffsetType::Start);
}
@@ -10,7 +10,7 @@
#include <iostream>
#include <string>
#include "MtxExporter.h"
#include <Utils/File.h>
#include <Utils/DiskFile.h>
#include "VersionInfo.h"
#define GFX_SIZE 8
@@ -50,7 +50,7 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
//printf("Exporting DList %s\n", dList->GetName().c_str());
WriteHeader(res, outPath, writer, Ship::ResourceType::DisplayList);
WriteHeader(res, outPath, writer, LUS::ResourceType::DisplayList);
while (writer->GetBaseAddress() % 8 != 0)
writer->Write((uint8_t)0xFF);
@@ -356,7 +356,7 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
//std::string fName = StringHelper::Sprintf("%s\\%s", GetParentFolderName(res).c_str(), dListDecl2->varName.c_str());
std::string fName = OTRExporter_DisplayList::GetPathToRes(res, dListDecl2->varName.c_str());
if (files.find(fName) == files.end() && !File::Exists("Extract/" + fName))
if (files.find(fName) == files.end() && !DiskFile::Exists("Extract/" + fName))
{
MemoryStream* dlStream = new MemoryStream();
BinaryWriter dlWriter = BinaryWriter(dlStream);
@@ -442,7 +442,7 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
//std::string fName = StringHelper::Sprintf("%s\\%s", GetParentFolderName(res).c_str(), dListDecl2->varName.c_str());
std::string fName = OTRExporter_DisplayList::GetPathToRes(res, dListDecl2->varName.c_str());
if (files.find(fName) == files.end() && !File::Exists("Extract/" + fName))
if (files.find(fName) == files.end() && !DiskFile::Exists("Extract/" + fName))
{
MemoryStream* dlStream = new MemoryStream();
BinaryWriter dlWriter = BinaryWriter(dlStream);
@@ -767,7 +767,7 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
word0 = hash >> 32;
word1 = hash & 0xFFFFFFFF;
if (files.find(fName) == files.end() && !File::Exists("Extract/" + fName))
if (files.find(fName) == files.end() && !DiskFile::Exists("Extract/" + fName))
{
// Write vertices to file
MemoryStream* vtxStream = new MemoryStream();
@@ -786,7 +786,7 @@ void OTRExporter_DisplayList::Save(ZResource* res, const fs::path& outPath, Bina
}
// OTRTODO: Once we aren't relying on text representations, we should call ArrayExporter...
OTRExporter::WriteHeader(nullptr, "", &vtxWriter, Ship::ResourceType::Array);
OTRExporter::WriteHeader(nullptr, "", &vtxWriter, LUS::ResourceType::Array);
vtxWriter.Write((uint32_t)ZResourceType::Vertex);
vtxWriter.Write((uint32_t)arrCnt);
+1 -1
View File
@@ -1,7 +1,7 @@
#include "Exporter.h"
#include "VersionInfo.h"
void OTRExporter::WriteHeader(ZResource* res, const fs::path& outPath, BinaryWriter* writer, Ship::ResourceType resType, Ship::Version resVersion)
void OTRExporter::WriteHeader(ZResource* res, const fs::path& outPath, BinaryWriter* writer, LUS::ResourceType resType, int32_t resVersion)
{
writer->Write((uint8_t)Endianness::Little); // 0x00
writer->Write((uint8_t)0); // 0x01
+2 -1
View File
@@ -1,6 +1,7 @@
#pragma once
#include "ZResource.h"
#include "ZArray.h"
#include "stdint.h"
//#include "OTRExporter.h"
#include <Utils/BinaryWriter.h>
#include <libultraship/bridge.h>
@@ -9,5 +10,5 @@
class OTRExporter : public ZResourceExporter
{
protected:
static void WriteHeader(ZResource* res, const fs::path& outPath, BinaryWriter* writer, Ship::ResourceType resType, Ship::Version resVersion = MAJOR_VERSION);
static void WriteHeader(ZResource* res, const fs::path& outPath, BinaryWriter* writer, LUS::ResourceType resType, int32_t resVersion = 0);
};
+14 -14
View File
@@ -18,7 +18,7 @@
#include "MtxExporter.h"
#include "AudioExporter.h"
#include <Globals.h>
#include <Utils/File.h>
#include <Utils/DiskFile.h>
#include <Utils/Directory.h>
#include <Utils/MemoryStream.h>
#include <Utils/BinaryWriter.h>
@@ -26,7 +26,7 @@
#include <mutex>
std::string otrFileName = "oot.otr";
std::shared_ptr<Ship::Archive> otrArchive;
std::shared_ptr<LUS::Archive> otrArchive;
BinaryWriter* fileWriter;
std::chrono::steady_clock::time_point fileStart, resStart;
std::map<std::string, std::vector<char>> files;
@@ -47,16 +47,16 @@ static void ExporterParseFileMode(const std::string& buildMode, ZFileMode& fileM
printf("BOTR: Generating OTR Archive...\n");
if (File::Exists(otrFileName))
otrArchive = std::shared_ptr<Ship::Archive>(new Ship::Archive(otrFileName, true));
if (DiskFile::Exists(otrFileName))
otrArchive = std::shared_ptr<LUS::Archive>(new LUS::Archive(otrFileName, true));
else
otrArchive = Ship::Archive::CreateArchive(otrFileName, 40000);
otrArchive = LUS::Archive::CreateArchive(otrFileName, 40000);
auto lst = Directory::ListFiles("Extract");
for (auto item : lst)
{
auto fileData = File::ReadAllBytes(item);
auto fileData = DiskFile::ReadAllBytes(item);
otrArchive->AddFile(StringHelper::Split(item, "Extract/")[1], (uintptr_t)fileData.data(), fileData.size());
}
}
@@ -70,7 +70,7 @@ static void ExporterProgramEnd()
if (Globals::Instance->fileMode == ZFileMode::ExtractDirectory)
{
std::string romPath = Globals::Instance->baseRomPath.string();
const std::vector<uint8_t>& romData = File::ReadAllBytes(romPath);
const std::vector<uint8_t>& romData = DiskFile::ReadAllBytes(romPath);
crc = BitConverter::ToUInt32BE(romData, 0x10);
printf("Creating version file...\n");
@@ -86,7 +86,7 @@ static void ExporterProgramEnd()
printf("Created version file.\n");
printf("Generating OTR Archive...\n");
otrArchive = Ship::Archive::CreateArchive(otrFileName, 40000);
otrArchive = LUS::Archive::CreateArchive(otrFileName, 40000);
otrArchive->AddFile("version", (uintptr_t)versionStream->ToVector().data(), versionStream->GetLength());
@@ -111,11 +111,11 @@ static void ExporterProgramEnd()
files.clear();
// Add any additional files that need to be manually copied...
if (File::Exists("soh.otr")) {
if (DiskFile::Exists("soh.otr")) {
return;
}
const auto& lst = Directory::ListFiles("Extract");
std::shared_ptr<Ship::Archive> sohOtr = Ship::Archive::CreateArchive("soh.otr", 4096);
std::shared_ptr<LUS::Archive> sohOtr = LUS::Archive::CreateArchive("soh.otr", 4096);
//sohOtr->AddFile("version", (uintptr_t)versionStream->ToVector().data(), versionStream->GetLength());
for (const auto& item : lst)
@@ -158,14 +158,14 @@ static void ExporterProgramEnd()
splitPath.pop_back();
if (extension == "json")
{
const auto &fileData = File::ReadAllBytes(item);
const auto &fileData = DiskFile::ReadAllBytes(item);
printf("Adding accessibility texts %s\n", StringHelper::Split(item, "texts/")[1].c_str());
sohOtr->AddFile(StringHelper::Split(item, "Extract/assets/")[1], (uintptr_t)fileData.data(), fileData.size());
}
continue;
}
const auto& fileData = File::ReadAllBytes(item);
const auto& fileData = DiskFile::ReadAllBytes(item);
printf("sohOtr->AddFile(%s)\n", StringHelper::Split(item, "Extract/")[1].c_str());
sohOtr->AddFile(StringHelper::Split(item, item.find("Extract/assets/") != std::string::npos ? "Extract/assets/" : "Extract/")[1], (uintptr_t)fileData.data(), fileData.size());
}
@@ -249,7 +249,7 @@ static void ExporterResourceEnd(ZResource* res, BinaryWriter& writer)
files[fName] = strem->ToVector();
}
else
File::WriteAllBytes("Extract/" + fName, strem->ToVector());
DiskFile::WriteAllBytes("Extract/" + fName, strem->ToVector());
}
auto end = std::chrono::steady_clock::now();
@@ -275,7 +275,7 @@ static void ExporterXMLEnd()
void AddFile(std::string fName, std::vector<char> data)
{
if (Globals::Instance->fileMode != ZFileMode::ExtractDirectory)
File::WriteAllBytes("Extract/" + fName, data);
DiskFile::WriteAllBytes("Extract/" + fName, data);
else
{
std::unique_lock Lock(fileMutex);
+1 -1
View File
@@ -2,7 +2,7 @@
#include <libultraship/bridge.h>
extern std::shared_ptr<Ship::Archive> otrArchive;
extern std::shared_ptr<LUS::Archive> otrArchive;
extern std::map<std::string, std::vector<char>> files;
void AddFile(std::string fName, std::vector<char> data);
+1 -1
View File
@@ -4,7 +4,7 @@ void OTRExporter_MtxExporter::Save(ZResource* res, const fs::path& outPath, Bina
{
ZMtx* mtx = (ZMtx*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::Matrix);
WriteHeader(res, outPath, writer, LUS::ResourceType::Matrix);
for (size_t i = 0; i < 4; i++)
for (size_t j = 0; j < 4; j++)
+1 -1
View File
@@ -5,7 +5,7 @@ void OTRExporter_Path::Save(ZResource* res, const fs::path& outPath, BinaryWrite
{
ZPath* path = (ZPath*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_Path);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_Path);
writer->Write((uint32_t)path->pathways.size());
@@ -5,7 +5,7 @@ void OTRExporter_PlayerAnimationExporter::Save(ZResource* res, const fs::path& o
{
ZPlayerAnimationData* anim = (ZPlayerAnimationData*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_PlayerAnimation);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_PlayerAnimation);
auto start = std::chrono::steady_clock::now();
+8 -10
View File
@@ -1,7 +1,7 @@
#include "RoomExporter.h"
#include "Utils/BinaryWriter.h"
#include "Utils/MemoryStream.h"
#include "Utils/File.h"
#include <Utils/DiskFile.h>
#include <ZRoom/Commands/SetMesh.h>
#include <ZRoom/Commands/SetWind.h>
#include <ZRoom/Commands/SetTimeSettings.h>
@@ -39,7 +39,7 @@ void OTRExporter_Room::Save(ZResource* res, const fs::path& outPath, BinaryWrite
{
ZRoom* room = (ZRoom*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_Room);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_Room);
writer->Write((uint32_t)room->commands.size());
@@ -80,10 +80,8 @@ void OTRExporter_Room::Save(ZResource* res, const fs::path& outPath, BinaryWrite
// This can cause issues if we export actors with garbage data, so let's trust the command size
writer->Write((uint32_t)cmdSetActorList->numActors);
for (int i = 0; i < cmdSetActorList->numActors; i++)
for (const auto& entry : cmdSetActorList->actorList->actors)
{
const ActorSpawnEntry& entry = cmdSetActorList->actors[i];
writer->Write(entry.actorNum);
writer->Write(entry.posX);
writer->Write(entry.posY);
@@ -91,7 +89,7 @@ void OTRExporter_Room::Save(ZResource* res, const fs::path& outPath, BinaryWrite
writer->Write(entry.rotX);
writer->Write(entry.rotY);
writer->Write(entry.rotZ);
writer->Write(entry.initVar);
writer->Write(entry.params);
}
}
break;
@@ -393,7 +391,7 @@ void OTRExporter_Room::Save(ZResource* res, const fs::path& outPath, BinaryWrite
writer->Write(entry.rotX);
writer->Write(entry.rotY);
writer->Write(entry.rotZ);
writer->Write(entry.initVar);
writer->Write(entry.params);
}
}
break;
@@ -441,18 +439,18 @@ void OTRExporter_Room::Save(ZResource* res, const fs::path& outPath, BinaryWrite
case RoomCommand::SetCutscenes:
{
SetCutscenes* cmdSetCutscenes = (SetCutscenes*)cmd;
std::string listName;
Globals::Instance->GetSegmentedPtrName(cmdSetCutscenes->cmdArg2, room->parent, "CutsceneData", listName, res->parent->workerID);
std::string fName = OTRExporter_DisplayList::GetPathToRes(room, listName);
//std::string fName = StringHelper::Sprintf("%s\\%s", OTRExporter_DisplayList::GetParentFolderName(room).c_str(), listName.c_str());
writer->Write(fName);
MemoryStream* csStream = new MemoryStream();
BinaryWriter csWriter = BinaryWriter(csStream);
OTRExporter_Cutscene cs;
cs.Save(cmdSetCutscenes->cutscenes[0], "", &csWriter);
AddFile(fName, csStream->ToVector());
}
break;
+6 -6
View File
@@ -7,7 +7,7 @@ void OTRExporter_Skeleton::Save(ZResource* res, const fs::path& outPath, BinaryW
{
ZSkeleton* skel = (ZSkeleton*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_Skeleton);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_Skeleton);
writer->Write((uint8_t)skel->type);
writer->Write((uint8_t)skel->limbType);
@@ -15,15 +15,15 @@ void OTRExporter_Skeleton::Save(ZResource* res, const fs::path& outPath, BinaryW
writer->Write((uint32_t)skel->limbCount);
writer->Write((uint32_t)skel->dListCount);
writer->Write((uint8_t)skel->limbsTable.limbType);
writer->Write((uint32_t)skel->limbsTable.count);
writer->Write((uint8_t)skel->limbsTable->limbType);
writer->Write((uint32_t)skel->limbsTable->count);
for (size_t i = 0; i < skel->limbsTable.count; i++)
for (size_t i = 0; i < skel->limbsTable->count; i++)
{
Declaration* skelDecl = skel->parent->GetDeclarationRanged(GETSEGOFFSET(skel->limbsTable.limbsAddresses[i]));
Declaration* skelDecl = skel->parent->GetDeclarationRanged(GETSEGOFFSET(skel->limbsTable->limbsAddresses[i]));
std::string name;
bool foundDecl = Globals::Instance->GetSegmentedPtrName(skel->limbsTable.limbsAddresses[i], skel->parent, "", name, res->parent->workerID);
bool foundDecl = Globals::Instance->GetSegmentedPtrName(skel->limbsTable->limbsAddresses[i], skel->parent, "", name, res->parent->workerID);
if (foundDecl)
{
if (name.at(0) == '&')
@@ -7,7 +7,7 @@ void OTRExporter_SkeletonLimb::Save(ZResource* res, const fs::path& outPath, Bin
{
ZLimb* limb = (ZLimb*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::SOH_SkeletonLimb);
WriteHeader(res, outPath, writer, LUS::ResourceType::SOH_SkeletonLimb);
writer->Write((uint8_t)limb->type);
writer->Write((uint8_t)limb->skinSegmentType);
+1 -1
View File
@@ -5,7 +5,7 @@ void OTRExporter_Text::Save(ZResource* res, const fs::path& outPath, BinaryWrite
{
ZText* txt = (ZText*)res;
WriteHeader(txt, outPath, writer, Ship::ResourceType::SOH_Text);
WriteHeader(txt, outPath, writer, LUS::ResourceType::SOH_Text);
writer->Write((uint32_t)txt->messages.size());
+1 -1
View File
@@ -5,7 +5,7 @@ void OTRExporter_Texture::Save(ZResource* res, const fs::path& outPath, BinaryWr
{
ZTexture* tex = (ZTexture*)res;
WriteHeader(tex, outPath, writer, Ship::ResourceType::Texture);
WriteHeader(tex, outPath, writer, LUS::ResourceType::Texture);
auto start = std::chrono::steady_clock::now();
+17 -17
View File
@@ -1,25 +1,25 @@
#include "VersionInfo.h"
#include <libultraship/bridge.h>
std::map<Ship::ResourceType, uint32_t> resourceVersions;
std::map<LUS::ResourceType, uint32_t> resourceVersions;
void InitVersionInfo()
{
resourceVersions = std::map<Ship::ResourceType, uint32_t> {
{ Ship::ResourceType::SOH_Animation, 0 },
{ Ship::ResourceType::Texture, 0 },
{ Ship::ResourceType::SOH_PlayerAnimation, 0 },
{ Ship::ResourceType::DisplayList, 0 },
{ Ship::ResourceType::SOH_Room, 0 },
{ Ship::ResourceType::SOH_CollisionHeader, 0 },
{ Ship::ResourceType::SOH_Skeleton, 0 },
{ Ship::ResourceType::SOH_SkeletonLimb, 0 },
{ Ship::ResourceType::Matrix, 0 },
{ Ship::ResourceType::SOH_Path, 0 },
{ Ship::ResourceType::Vertex, 0 },
{ Ship::ResourceType::SOH_Cutscene, 0 },
{ Ship::ResourceType::Array, 0 },
{ Ship::ResourceType::SOH_Text, 0 },
{ Ship::ResourceType::Blob, 0 },
resourceVersions = std::map<LUS::ResourceType, uint32_t> {
{ LUS::ResourceType::SOH_Animation, 0 },
{ LUS::ResourceType::Texture, 0 },
{ LUS::ResourceType::SOH_PlayerAnimation, 0 },
{ LUS::ResourceType::DisplayList, 0 },
{ LUS::ResourceType::SOH_Room, 0 },
{ LUS::ResourceType::SOH_CollisionHeader, 0 },
{ LUS::ResourceType::SOH_Skeleton, 0 },
{ LUS::ResourceType::SOH_SkeletonLimb, 0 },
{ LUS::ResourceType::Matrix, 0 },
{ LUS::ResourceType::SOH_Path, 0 },
{ LUS::ResourceType::Vertex, 0 },
{ LUS::ResourceType::SOH_Cutscene, 0 },
{ LUS::ResourceType::Array, 0 },
{ LUS::ResourceType::SOH_Text, 0 },
{ LUS::ResourceType::Blob, 0 },
};
}
+1 -3
View File
@@ -4,6 +4,4 @@
#include <vector>
#include "src/resource/Resource.h"
#define MAJOR_VERSION Ship::Version::Deckard
extern std::map<Ship::ResourceType, uint32_t> resourceVersions;
extern std::map<LUS::ResourceType, uint32_t> resourceVersions;
+2 -2
View File
@@ -5,7 +5,7 @@
void OTRExporter_Vtx::SaveArr(ZResource* res, const fs::path& outPath, const std::vector<ZResource*>& vec, BinaryWriter* writer)
{
WriteHeader(res, outPath, writer, Ship::ResourceType::Vertex);
WriteHeader(res, outPath, writer, LUS::ResourceType::Vertex);
for (auto& res: vec) {
ZVtx* vtx = (ZVtx*)res;
@@ -27,7 +27,7 @@ void OTRExporter_Vtx::Save(ZResource* res, const fs::path& outPath, BinaryWriter
{
ZVtx* vtx = (ZVtx*)res;
WriteHeader(res, outPath, writer, Ship::ResourceType::Vertex);
WriteHeader(res, outPath, writer, LUS::ResourceType::Vertex);
writer->Write((uint32_t)1); //Yes I'm hard coding it to one, it *should* be fine.
@@ -7,10 +7,20 @@
"erase": "Erase",
"quit": "Quit",
"confirm": "Yes",
"end": "End",
"hyphen": "Hyphen",
"period": "Period",
"space": "Space",
"backspace": "Backspace",
"capital_letter": "Capital $0",
"audio_stereo": "Sound - Stereo",
"audio_mono": "Sound - Mono",
"audio_headset": "Sound - Headset",
"audio_surround": "Sound - Surround",
"target_switch": "Targetting Mode - Switch",
"target_hold": "Targetting Mode - Hold"
"target_switch": "Targeting Mode - Switch",
"target_hold": "Targeting Mode - Hold",
"quest_sel_vanilla": "Quest - Original",
"quest_sel_mq": "Quest - Master Quest",
"quest_sel_randomizer": "Quest - Randomizer",
"quest_sel_boss_rush": "Quest - Boss Rush"
}
@@ -7,10 +7,20 @@
"erase": "Effacer",
"quit": "Retour",
"confirm": "Oui",
"end": "Fin",
"hyphen": "Trait d'union",
"period": "Point",
"space": "Espace",
"backspace": "Retour arrière",
"capital_letter": "Majuscule $0",
"audio_stereo": "Son - Stéréo",
"audio_mono": "Son - Mono",
"audio_headset": "Son - Casque",
"audio_surround": "Son - Surround",
"target_switch": "Visée - Fixe",
"target_hold": "Visée - Maintenue"
"target_hold": "Visée - Maintenue",
"quest_sel_vanilla": "Quête - Originale",
"quest_sel_mq": "Quête - Master Quest",
"quest_sel_randomizer": "Quête - Randomizer",
"quest_sel_boss_rush": "Quête - Boss Rush"
}
@@ -7,10 +7,20 @@
"erase": "Löschen",
"quit": "Zurück",
"confirm": "Ja",
"end": "Ende",
"hyphen": "Bindestrich",
"period": "Punkt",
"space": "Raum",
"backspace": "Rücktaste",
"capital_letter": "Großbuchstabe $0",
"audio_stereo": "Sound - Stereo",
"audio_mono": "Sound - Mono",
"audio_headset": "Sound - Kopfhörer",
"audio_surround": "Sound - Surround",
"target_switch": "Zielerfassung - Einmal drücken",
"target_hold": "Zielerfassung - Trigger halten"
"target_hold": "Zielerfassung - Trigger halten",
"quest_sel_vanilla": "Quest - Original",
"quest_sel_mq": "Quest - Master Quest",
"quest_sel_randomizer": "Quest - Randomizer",
"quest_sel_boss_rush": "Quest - Bosse Rush"
}
@@ -0,0 +1,5 @@
<DisplayList Version="0">
<Grayscale Enabled="false"/>
<EndDisplayList/>
</DisplayList>
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+1
View File
@@ -37,6 +37,7 @@ ROM_INFO_TABLE = dict()
ROM_INFO_TABLE[Checksums.OOT_PAL_GC] = RomVersion("CFG/filelists/gamecube_pal.txt", 0x7170, "GC_NMQ_PAL_F")
ROM_INFO_TABLE[Checksums.OOT_PAL_GC_DBG1] = RomVersion("CFG/filelists/dbg.txt", 0x12F70, "GC_NMQ_D")
ROM_INFO_TABLE[Checksums.OOT_PAL_GC_MQ_DBG] = RomVersion("CFG/filelists/dbg.txt", 0x12F70, "GC_MQ_D")
ROM_INFO_TABLE[Checksums.OOT_PAL_11] = RomVersion("CFG/filelists/pal_oot.txt", 0x7950, "N64_PAL_11")
class RomDmaEntry:
def __init__(self, rom, i):
-26
View File
@@ -1,26 +0,0 @@
CMakeLists.txt.user
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
Makefile
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
_deps
bin/
build/assets/
build/Debug
build/.vs
build/x64
build/libs/raylib/raylib
build/packages
*.vcxproj.user
build/OTRGui.dir
.vscode/
assets/extractor/xmls/
x64/
packages/
.vs/
build/
-12
View File
@@ -1,12 +0,0 @@
; DO NOT EDIT (unless you know what you are doing)
;
; This subdirectory is a git "subrepo", and this file is maintained by the
; git-subrepo command. See https://github.com/git-commands/git-subrepo#readme
;
[subrepo]
remote = https://github.com/HarbourMasters/otrgui.git
branch = master
commit = a6066a25197b308d427139277f66529a35c3bd47
parent = 442a88f03bcb406dfcf693b4948412ab10d2cf08
method = rebase
cmdver = 0.4.1
-65
View File
@@ -1,65 +0,0 @@
################################################################################
# Command for variable_watch. This command issues error message, if a variable
# is changed. If variable PROPERTY_READER_GUARD_DISABLED is TRUE nothing happens
# variable_watch(<variable> property_reader_guard)
################################################################################
function(property_reader_guard VARIABLE ACCESS VALUE CURRENT_LIST_FILE STACK)
if("${PROPERTY_READER_GUARD_DISABLED}")
return()
endif()
if("${ACCESS}" STREQUAL "MODIFIED_ACCESS")
message(FATAL_ERROR
" Variable ${VARIABLE} is not supposed to be changed.\n"
" It is used only for reading target property ${VARIABLE}.\n"
" Use\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}\" \"<value>\")\n"
" or\n"
" set_target_properties(\"<target>\" PROPERTIES \"${VARIABLE}_<CONFIG>\" \"<value>\")\n"
" instead.\n")
endif()
endfunction()
################################################################################
# Create variable <name> with generator expression that expands to value of
# target property <name>_<CONFIG>. If property is empty or not set then property
# <name> is used instead. Variable <name> has watcher property_reader_guard that
# doesn't allow to edit it.
# create_property_reader(<name>)
# Input:
# name - Name of watched property and output variable
################################################################################
function(create_property_reader NAME)
set(PROPERTY_READER_GUARD_DISABLED TRUE)
set(CONFIG_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}_$<UPPER_CASE:$<CONFIG>>>>")
set(IS_CONFIG_VALUE_EMPTY "$<STREQUAL:${CONFIG_VALUE},>")
set(GENERAL_VALUE "$<TARGET_GENEX_EVAL:${PROPS_TARGET},$<TARGET_PROPERTY:${PROPS_TARGET},${NAME}>>")
set("${NAME}" "$<IF:${IS_CONFIG_VALUE_EMPTY},${GENERAL_VALUE},${CONFIG_VALUE}>" PARENT_SCOPE)
variable_watch("${NAME}" property_reader_guard)
endfunction()
################################################################################
# Set property $<name>_${PROPS_CONFIG_U} of ${PROPS_TARGET} to <value>
# set_config_specific_property(<name> <value>)
# Input:
# name - Prefix of property name
# value - New value
################################################################################
function(set_config_specific_property NAME VALUE)
set_target_properties("${PROPS_TARGET}" PROPERTIES "${NAME}_${PROPS_CONFIG_U}" "${VALUE}")
endfunction()
################################################################################
create_property_reader("TARGET_NAME")
create_property_reader("OUTPUT_DIRECTORY")
set_config_specific_property("TARGET_NAME" "${PROPS_TARGET}")
set_config_specific_property("OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("LIBRARY_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("RUNTIME_OUTPUT_NAME" "${TARGET_NAME}")
set_config_specific_property("ARCHIVE_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("LIBRARY_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
set_config_specific_property("RUNTIME_OUTPUT_DIRECTORY" "${OUTPUT_DIRECTORY}")
-12
View File
@@ -1,12 +0,0 @@
include("${CMAKE_CURRENT_LIST_DIR}/Default.cmake")
set_config_specific_property("OUTPUT_DIRECTORY" "${CMAKE_SOURCE_DIR}$<$<NOT:$<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>>:/${CMAKE_VS_PLATFORM_NAME}>/${PROPS_CONFIG}")
if(MSVC)
create_property_reader("DEFAULT_CXX_EXCEPTION_HANDLING")
create_property_reader("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT")
set_target_properties("${PROPS_TARGET}" PROPERTIES MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>DLL")
set_config_specific_property("DEFAULT_CXX_EXCEPTION_HANDLING" "/EHsc")
set_config_specific_property("DEFAULT_CXX_DEBUG_INFORMATION_FORMAT" "/Zi")
endif()
-234
View File
@@ -1,234 +0,0 @@
# utils file for projects came from visual studio solution with cmake-converter.
################################################################################
# Wrap each token of the command with condition
################################################################################
cmake_policy(PUSH)
cmake_policy(SET CMP0054 NEW)
macro(prepare_commands)
unset(TOKEN_ROLE)
unset(COMMANDS)
foreach(TOKEN ${ARG_COMMANDS})
if("${TOKEN}" STREQUAL "COMMAND")
set(TOKEN_ROLE "KEYWORD")
elseif("${TOKEN_ROLE}" STREQUAL "KEYWORD")
set(TOKEN_ROLE "CONDITION")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(TOKEN_ROLE "COMMAND")
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
set(TOKEN_ROLE "ARG")
endif()
if("${TOKEN_ROLE}" STREQUAL "KEYWORD")
list(APPEND COMMANDS "${TOKEN}")
elseif("${TOKEN_ROLE}" STREQUAL "CONDITION")
set(CONDITION ${TOKEN})
elseif("${TOKEN_ROLE}" STREQUAL "COMMAND")
list(APPEND COMMANDS "$<$<NOT:${CONDITION}>:${DUMMY}>$<${CONDITION}:${TOKEN}>")
elseif("${TOKEN_ROLE}" STREQUAL "ARG")
list(APPEND COMMANDS "$<${CONDITION}:${TOKEN}>")
endif()
endforeach()
endmacro()
cmake_policy(POP)
################################################################################
# Transform all the tokens to absolute paths
################################################################################
macro(prepare_output)
unset(OUTPUT)
foreach(TOKEN ${ARG_OUTPUT})
if(IS_ABSOLUTE ${TOKEN})
list(APPEND OUTPUT "${TOKEN}")
else()
list(APPEND OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${TOKEN}")
endif()
endforeach()
endmacro()
################################################################################
# Parse add_custom_command_if args.
#
# Input:
# PRE_BUILD - Pre build event option
# PRE_LINK - Pre link event option
# POST_BUILD - Post build event option
# TARGET - Target
# OUTPUT - List of output files
# DEPENDS - List of files on which the command depends
# COMMANDS - List of commands(COMMAND condition1 commannd1 args1 COMMAND
# condition2 commannd2 args2 ...)
# Output:
# OUTPUT - Output files
# DEPENDS - Files on which the command depends
# COMMENT - Comment
# PRE_BUILD - TRUE/FALSE
# PRE_LINK - TRUE/FALSE
# POST_BUILD - TRUE/FALSE
# TARGET - Target name
# COMMANDS - Prepared commands(every token is wrapped in CONDITION)
# NAME - Unique name for custom target
# STEP - PRE_BUILD/PRE_LINK/POST_BUILD
################################################################################
function(add_custom_command_if_parse_arguments)
cmake_parse_arguments("ARG" "PRE_BUILD;PRE_LINK;POST_BUILD" "TARGET;COMMENT" "DEPENDS;OUTPUT;COMMANDS" ${ARGN})
if(WIN32)
set(DUMMY "cd.")
elseif(UNIX)
set(DUMMY "true")
endif()
prepare_commands()
prepare_output()
set(DEPENDS "${ARG_DEPENDS}")
set(COMMENT "${ARG_COMMENT}")
set(PRE_BUILD "${ARG_PRE_BUILD}")
set(PRE_LINK "${ARG_PRE_LINK}")
set(POST_BUILD "${ARG_POST_BUILD}")
set(TARGET "${ARG_TARGET}")
if(PRE_BUILD)
set(STEP "PRE_BUILD")
elseif(PRE_LINK)
set(STEP "PRE_LINK")
elseif(POST_BUILD)
set(STEP "POST_BUILD")
endif()
set(NAME "${TARGET}_${STEP}")
set(OUTPUT "${OUTPUT}" PARENT_SCOPE)
set(DEPENDS "${DEPENDS}" PARENT_SCOPE)
set(COMMENT "${COMMENT}" PARENT_SCOPE)
set(PRE_BUILD "${PRE_BUILD}" PARENT_SCOPE)
set(PRE_LINK "${PRE_LINK}" PARENT_SCOPE)
set(POST_BUILD "${POST_BUILD}" PARENT_SCOPE)
set(TARGET "${TARGET}" PARENT_SCOPE)
set(COMMANDS "${COMMANDS}" PARENT_SCOPE)
set(STEP "${STEP}" PARENT_SCOPE)
set(NAME "${NAME}" PARENT_SCOPE)
endfunction()
################################################################################
# Add conditional custom command
#
# Generating Files
# The first signature is for adding a custom command to produce an output:
# add_custom_command_if(
# <OUTPUT output1 [output2 ...]>
# <COMMANDS>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [DEPENDS [depends...]]
# [COMMENT comment]
#
# Build Events
# add_custom_command_if(
# <TARGET target>
# <PRE_BUILD | PRE_LINK | POST_BUILD>
# <COMMAND condition command1 [args1...]>
# [COMMAND condition command2 [args2...]]
# [COMMENT comment]
#
# Input:
# output - Output files the command is expected to produce
# condition - Generator expression for wrapping the command
# command - Command-line(s) to execute at build time.
# args - Command`s args
# depends - Files on which the command depends
# comment - Display the given message before the commands are executed at
# build time.
# PRE_BUILD - Run before any other rules are executed within the target
# PRE_LINK - Run after sources have been compiled but before linking the
# binary
# POST_BUILD - Run after all other rules within the target have been
# executed
################################################################################
function(add_custom_command_if)
add_custom_command_if_parse_arguments(${ARGN})
if(OUTPUT AND TARGET)
message(FATAL_ERROR "Wrong syntax. A TARGET and OUTPUT can not both be specified.")
endif()
if(OUTPUT)
add_custom_command(OUTPUT ${OUTPUT}
${COMMANDS}
DEPENDS ${DEPENDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
elseif(TARGET)
if(PRE_BUILD AND NOT ${CMAKE_GENERATOR} MATCHES "Visual Studio")
add_custom_target(
${NAME}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
add_dependencies(${TARGET} ${NAME})
else()
add_custom_command(
TARGET ${TARGET}
${STEP}
${COMMANDS}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT ${COMMENT})
endif()
else()
message(FATAL_ERROR "Wrong syntax. A TARGET or OUTPUT must be specified.")
endif()
endfunction()
################################################################################
# Use props file for a target and configs
# use_props(<target> <configs...> <props_file>)
# Inside <props_file> there are following variables:
# PROPS_TARGET - <target>
# PROPS_CONFIG - One of <configs...>
# PROPS_CONFIG_U - Uppercase PROPS_CONFIG
# Input:
# target - Target to apply props file
# configs - Build configurations to apply props file
# props_file - CMake script
################################################################################
macro(use_props TARGET CONFIGS PROPS_FILE)
set(PROPS_TARGET "${TARGET}")
foreach(PROPS_CONFIG ${CONFIGS})
string(TOUPPER "${PROPS_CONFIG}" PROPS_CONFIG_U)
get_filename_component(ABSOLUTE_PROPS_FILE "${PROPS_FILE}" ABSOLUTE BASE_DIR "${CMAKE_CURRENT_LIST_DIR}")
if(EXISTS "${ABSOLUTE_PROPS_FILE}")
include("${ABSOLUTE_PROPS_FILE}")
else()
message(WARNING "Corresponding cmake file from props \"${ABSOLUTE_PROPS_FILE}\" doesn't exist")
endif()
endforeach()
endmacro()
################################################################################
# Add compile options to source file
# source_file_compile_options(<source_file> [compile_options...])
# Input:
# source_file - Source file
# compile_options - Options to add to COMPILE_FLAGS property
################################################################################
function(source_file_compile_options SOURCE_FILE)
if("${ARGC}" LESS_EQUAL "1")
return()
endif()
get_source_file_property(COMPILE_OPTIONS "${SOURCE_FILE}" COMPILE_OPTIONS)
if(COMPILE_OPTIONS)
list(APPEND COMPILE_OPTIONS ${ARGN})
else()
set(COMPILE_OPTIONS "${ARGN}")
endif()
set_source_files_properties("${SOURCE_FILE}" PROPERTIES COMPILE_OPTIONS "${COMPILE_OPTIONS}")
endfunction()
################################################################################
# Default properties of visual studio projects
################################################################################
set(DEFAULT_CXX_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultCXX.cmake")
set(DEFAULT_Fortran_PROPS "${CMAKE_CURRENT_LIST_DIR}/DefaultFortran.cmake")
-68
View File
@@ -1,68 +0,0 @@
cmake_minimum_required(VERSION 3.16)
project(OTRGui)
set(PLATFORM "Desktop")
set(CMAKE_CXX_STANDARD 20)
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
set(APP_ICON_RESOURCE_WINDOWS ${CMAKE_CURRENT_SOURCE_DIR}/appicon.rc)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(OpenGL_GL_PREFERENCE "GLVND")
endif()
include(CMake/Utils.cmake)
add_subdirectory(libs/raylib EXCLUDE_FROM_ALL)
include_directories(src)
include_directories(src/game)
include_directories(include)
if (NOT TARGET libultraship)
add_subdirectory(../libultraship ${CMAKE_BINARY_DIR}/libultraship)
endif()
if (NOT TARGET ZAPD)
add_subdirectory(../ZAPDTR/ZAPD ${CMAKE_BINARY_DIR}/ZAPD)
endif()
if (NOT TARGET ZAPDUtils)
add_subdirectory(../libultraship/extern/ZAPDUtils ${CMAKE_BINARY_DIR}/ZAPDUtils)
endif()
if (NOT TARGET OTRExporter)
add_subdirectory(../OTRExporter/OTRExporter ${CMAKE_BINARY_DIR}/OTRExporter)
endif()
if (NOT TARGET storm)
add_subdirectory(../libultraship/extern/StormLib ${CMAKE_BINARY_DIR}/StormLib)
endif()
file(GLOB_RECURSE HEADERS src/*.h)
file(GLOB_RECURSE SOURCES src/*.cpp)
file(GLOB_RECURSE C_SOURCES src/*.c)
add_executable(${PROJECT_NAME} EXCLUDE_FROM_ALL ${SOURCES} ${C_SOURCES} ${HEADERS} ${APP_ICON_RESOURCE_WINDOWS})
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
use_props(${PROJECT_NAME} "${CMAKE_CONFIGURATION_TYPES}" "${DEFAULT_CXX_PROPS}")
endif()
add_custom_target(Assets ALL
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/../OTRExporter/assets" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/game" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
COMMAND ${CMAKE_COMMAND} -Dsrc_dir="${CMAKE_CURRENT_SOURCE_DIR}/../soh/assets/xml" -Ddst_dir="${CMAKE_CURRENT_BINARY_DIR}/assets/extractor/xmls" -P "${CMAKE_CURRENT_SOURCE_DIR}/Overwrite.cmake"
)
add_dependencies(OTRGui Assets)
target_link_libraries(${PROJECT_NAME} PUBLIC raylib)
target_include_directories(${PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../libultraship
.
)
INSTALL(TARGETS OTRGui DESTINATION . COMPONENT ship OPTIONAL)
install(DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/assets
DESTINATION .
COMPONENT ship
)
INSTALL(TARGETS ZAPD DESTINATION assets/extractor COMPONENT ship)
-21
View File
@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2022 Harbour Masters
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-15
View File
@@ -1,15 +0,0 @@
include(CMakePrintHelpers)
string(REPLACE "\\ " " " sources_dir "${src_dir}")
string(REPLACE "\\ " " " destination_dir "${dst_dir}")
file(GLOB_RECURSE _file_list RELATIVE "${sources_dir}" "${sources_dir}/*")
foreach( each_file ${_file_list} )
set(destinationfile "${destination_dir}/${each_file}")
set(sourcefile "${sources_dir}/${each_file}")
if(NOT EXISTS ${destinationfile} OR ${sourcefile} IS_NEWER_THAN ${destinationfile})
get_filename_component(destinationdir ${destinationfile} DIRECTORY)
file(COPY ${sourcefile} DESTINATION ${destinationdir})
endif()
endforeach(each_file)
-1
View File
@@ -1 +0,0 @@
IDI_ICON1 ICON DISCARDABLE "rum.ico"
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,472 +0,0 @@
ACTOR_PLAYER
ACTOR_UNSET_1
ACTOR_EN_TEST
ACTOR_UNSET_3
ACTOR_EN_GIRLA
ACTOR_UNSET_5
ACTOR_UNSET_6
ACTOR_EN_PART
ACTOR_EN_LIGHT
ACTOR_EN_DOOR
ACTOR_EN_BOX
ACTOR_BG_DY_YOSEIZO
ACTOR_BG_HIDAN_FIREWALL
ACTOR_EN_POH
ACTOR_EN_OKUTA
ACTOR_BG_YDAN_SP
ACTOR_EN_BOM
ACTOR_EN_WALLMAS
ACTOR_EN_DODONGO
ACTOR_EN_FIREFLY
ACTOR_EN_HORSE
ACTOR_EN_ITEM00
ACTOR_EN_ARROW
ACTOR_UNSET_17
ACTOR_EN_ELF
ACTOR_EN_NIW
ACTOR_UNSET_1A
ACTOR_EN_TITE
ACTOR_EN_REEBA
ACTOR_EN_PEEHAT
ACTOR_EN_BUTTE
ACTOR_UNSET_1F
ACTOR_EN_INSECT
ACTOR_EN_FISH
ACTOR_UNSET_22
ACTOR_EN_HOLL
ACTOR_EN_SCENE_CHANGE
ACTOR_EN_ZF
ACTOR_EN_HATA
ACTOR_BOSS_DODONGO
ACTOR_BOSS_GOMA
ACTOR_EN_ZL1
ACTOR_EN_VIEWER
ACTOR_EN_GOMA
ACTOR_BG_PUSHBOX
ACTOR_EN_BUBBLE
ACTOR_DOOR_SHUTTER
ACTOR_EN_DODOJR
ACTOR_EN_BDFIRE
ACTOR_UNSET_31
ACTOR_EN_BOOM
ACTOR_EN_TORCH2
ACTOR_EN_BILI
ACTOR_EN_TP
ACTOR_UNSET_36
ACTOR_EN_ST
ACTOR_EN_BW
ACTOR_EN_A_OBJ
ACTOR_EN_EIYER
ACTOR_EN_RIVER_SOUND
ACTOR_EN_HORSE_NORMAL
ACTOR_EN_OSSAN
ACTOR_BG_TREEMOUTH
ACTOR_BG_DODOAGO
ACTOR_BG_HIDAN_DALM
ACTOR_BG_HIDAN_HROCK
ACTOR_EN_HORSE_GANON
ACTOR_BG_HIDAN_ROCK
ACTOR_BG_HIDAN_RSEKIZOU
ACTOR_BG_HIDAN_SEKIZOU
ACTOR_BG_HIDAN_SIMA
ACTOR_BG_HIDAN_SYOKU
ACTOR_EN_XC
ACTOR_BG_HIDAN_CURTAIN
ACTOR_BG_SPOT00_HANEBASI
ACTOR_EN_MB
ACTOR_EN_BOMBF
ACTOR_EN_ZL2
ACTOR_BG_HIDAN_FSLIFT
ACTOR_EN_OE2
ACTOR_BG_YDAN_HASI
ACTOR_BG_YDAN_MARUTA
ACTOR_BOSS_GANONDROF
ACTOR_UNSET_53
ACTOR_EN_AM
ACTOR_EN_DEKUBABA
ACTOR_EN_M_FIRE1
ACTOR_EN_M_THUNDER
ACTOR_BG_DDAN_JD
ACTOR_BG_BREAKWALL
ACTOR_EN_JJ
ACTOR_EN_HORSE_ZELDA
ACTOR_BG_DDAN_KD
ACTOR_DOOR_WARP1
ACTOR_OBJ_SYOKUDAI
ACTOR_ITEM_B_HEART
ACTOR_EN_DEKUNUTS
ACTOR_BG_MENKURI_KAITEN
ACTOR_BG_MENKURI_EYE
ACTOR_EN_VALI
ACTOR_BG_MIZU_MOVEBG
ACTOR_BG_MIZU_WATER
ACTOR_ARMS_HOOK
ACTOR_EN_FHG
ACTOR_BG_MORI_HINERI
ACTOR_EN_BB
ACTOR_BG_TOKI_HIKARI
ACTOR_EN_YUKABYUN
ACTOR_BG_TOKI_SWD
ACTOR_EN_FHG_FIRE
ACTOR_BG_MJIN
ACTOR_BG_HIDAN_KOUSI
ACTOR_DOOR_TOKI
ACTOR_BG_HIDAN_HAMSTEP
ACTOR_EN_BIRD
ACTOR_UNSET_73
ACTOR_UNSET_74
ACTOR_UNSET_75
ACTOR_UNSET_76
ACTOR_EN_WOOD02
ACTOR_UNSET_78
ACTOR_UNSET_79
ACTOR_UNSET_7A
ACTOR_UNSET_7B
ACTOR_EN_LIGHTBOX
ACTOR_EN_PU_BOX
ACTOR_UNSET_7E
ACTOR_UNSET_7F
ACTOR_EN_TRAP
ACTOR_EN_AROW_TRAP
ACTOR_EN_VASE
ACTOR_UNSET_83
ACTOR_EN_TA
ACTOR_EN_TK
ACTOR_BG_MORI_BIGST
ACTOR_BG_MORI_ELEVATOR
ACTOR_BG_MORI_KAITENKABE
ACTOR_BG_MORI_RAKKATENJO
ACTOR_EN_VM
ACTOR_DEMO_EFFECT
ACTOR_DEMO_KANKYO
ACTOR_BG_HIDAN_FWBIG
ACTOR_EN_FLOORMAS
ACTOR_EN_HEISHI1
ACTOR_EN_RD
ACTOR_EN_PO_SISTERS
ACTOR_BG_HEAVY_BLOCK
ACTOR_BG_PO_EVENT
ACTOR_OBJ_MURE
ACTOR_EN_SW
ACTOR_BOSS_FD
ACTOR_OBJECT_KANKYO
ACTOR_EN_DU
ACTOR_EN_FD
ACTOR_EN_HORSE_LINK_CHILD
ACTOR_DOOR_ANA
ACTOR_BG_SPOT02_OBJECTS
ACTOR_BG_HAKA
ACTOR_MAGIC_WIND
ACTOR_MAGIC_FIRE
ACTOR_UNSET_A0
ACTOR_EN_RU1
ACTOR_BOSS_FD2
ACTOR_EN_FD_FIRE
ACTOR_EN_DH
ACTOR_EN_DHA
ACTOR_EN_RL
ACTOR_EN_ENCOUNT1
ACTOR_DEMO_DU
ACTOR_DEMO_IM
ACTOR_DEMO_TRE_LGT
ACTOR_EN_FW
ACTOR_BG_VB_SIMA
ACTOR_EN_VB_BALL
ACTOR_BG_HAKA_MEGANE
ACTOR_BG_HAKA_MEGANEBG
ACTOR_BG_HAKA_SHIP
ACTOR_BG_HAKA_SGAMI
ACTOR_UNSET_B2
ACTOR_EN_HEISHI2
ACTOR_EN_ENCOUNT2
ACTOR_EN_FIRE_ROCK
ACTOR_EN_BROB
ACTOR_MIR_RAY
ACTOR_BG_SPOT09_OBJ
ACTOR_BG_SPOT18_OBJ
ACTOR_BOSS_VA
ACTOR_BG_HAKA_TUBO
ACTOR_BG_HAKA_TRAP
ACTOR_BG_HAKA_HUTA
ACTOR_BG_HAKA_ZOU
ACTOR_BG_SPOT17_FUNEN
ACTOR_EN_SYATEKI_ITM
ACTOR_EN_SYATEKI_MAN
ACTOR_EN_TANA
ACTOR_EN_NB
ACTOR_BOSS_MO
ACTOR_EN_SB
ACTOR_EN_BIGOKUTA
ACTOR_EN_KAREBABA
ACTOR_BG_BDAN_OBJECTS
ACTOR_DEMO_SA
ACTOR_DEMO_GO
ACTOR_EN_IN
ACTOR_EN_TR
ACTOR_BG_SPOT16_BOMBSTONE
ACTOR_UNSET_CE
ACTOR_BG_HIDAN_KOWARERUKABE
ACTOR_BG_BOMBWALL
ACTOR_BG_SPOT08_ICEBLOCK
ACTOR_EN_RU2
ACTOR_OBJ_DEKUJR
ACTOR_BG_MIZU_UZU
ACTOR_BG_SPOT06_OBJECTS
ACTOR_BG_ICE_OBJECTS
ACTOR_BG_HAKA_WATER
ACTOR_UNSET_D8
ACTOR_EN_MA2
ACTOR_EN_BOM_CHU
ACTOR_EN_HORSE_GAME_CHECK
ACTOR_BOSS_TW
ACTOR_EN_RR
ACTOR_EN_BA
ACTOR_EN_BX
ACTOR_EN_ANUBICE
ACTOR_EN_ANUBICE_FIRE
ACTOR_BG_MORI_HASHIGO
ACTOR_BG_MORI_HASHIRA4
ACTOR_BG_MORI_IDOMIZU
ACTOR_BG_SPOT16_DOUGHNUT
ACTOR_BG_BDAN_SWITCH
ACTOR_EN_MA1
ACTOR_BOSS_GANON
ACTOR_BOSS_SST
ACTOR_UNSET_EA
ACTOR_UNSET_EB
ACTOR_EN_NY
ACTOR_EN_FR
ACTOR_ITEM_SHIELD
ACTOR_BG_ICE_SHELTER
ACTOR_EN_ICE_HONO
ACTOR_ITEM_OCARINA
ACTOR_UNSET_F2
ACTOR_UNSET_F3
ACTOR_MAGIC_DARK
ACTOR_DEMO_6K
ACTOR_EN_ANUBICE_TAG
ACTOR_BG_HAKA_GATE
ACTOR_BG_SPOT15_SAKU
ACTOR_BG_JYA_GOROIWA
ACTOR_BG_JYA_ZURERUKABE
ACTOR_UNSET_FB
ACTOR_BG_JYA_COBRA
ACTOR_BG_JYA_KANAAMI
ACTOR_FISHING
ACTOR_OBJ_OSHIHIKI
ACTOR_BG_GATE_SHUTTER
ACTOR_EFF_DUST
ACTOR_BG_SPOT01_FUSYA
ACTOR_BG_SPOT01_IDOHASHIRA
ACTOR_BG_SPOT01_IDOMIZU
ACTOR_BG_PO_SYOKUDAI
ACTOR_BG_GANON_OTYUKA
ACTOR_BG_SPOT15_RRBOX
ACTOR_BG_UMAJUMP
ACTOR_UNSET_109
ACTOR_ARROW_FIRE
ACTOR_ARROW_ICE
ACTOR_ARROW_LIGHT
ACTOR_UNSET_10D
ACTOR_UNSET_10E
ACTOR_ITEM_ETCETERA
ACTOR_OBJ_KIBAKO
ACTOR_OBJ_TSUBO
ACTOR_EN_WONDER_ITEM
ACTOR_EN_IK
ACTOR_DEMO_IK
ACTOR_EN_SKJ
ACTOR_EN_SKJNEEDLE
ACTOR_EN_G_SWITCH
ACTOR_DEMO_EXT
ACTOR_DEMO_SHD
ACTOR_EN_DNS
ACTOR_ELF_MSG
ACTOR_EN_HONOTRAP
ACTOR_EN_TUBO_TRAP
ACTOR_OBJ_ICE_POLY
ACTOR_BG_SPOT03_TAKI
ACTOR_BG_SPOT07_TAKI
ACTOR_EN_FZ
ACTOR_EN_PO_RELAY
ACTOR_BG_RELAY_OBJECTS
ACTOR_EN_DIVING_GAME
ACTOR_EN_KUSA
ACTOR_OBJ_BEAN
ACTOR_OBJ_BOMBIWA
ACTOR_UNSET_128
ACTOR_UNSET_129
ACTOR_OBJ_SWITCH
ACTOR_OBJ_ELEVATOR
ACTOR_OBJ_LIFT
ACTOR_OBJ_HSBLOCK
ACTOR_EN_OKARINA_TAG
ACTOR_EN_YABUSAME_MARK
ACTOR_EN_GOROIWA
ACTOR_EN_EX_RUPPY
ACTOR_EN_TORYO
ACTOR_EN_DAIKU
ACTOR_UNSET_134
ACTOR_EN_NWC
ACTOR_EN_BLKOBJ
ACTOR_ITEM_INBOX
ACTOR_EN_GE1
ACTOR_OBJ_BLOCKSTOP
ACTOR_EN_SDA
ACTOR_EN_CLEAR_TAG
ACTOR_EN_NIW_LADY
ACTOR_EN_GM
ACTOR_EN_MS
ACTOR_EN_HS
ACTOR_BG_INGATE
ACTOR_EN_KANBAN
ACTOR_EN_HEISHI3
ACTOR_EN_SYATEKI_NIW
ACTOR_EN_ATTACK_NIW
ACTOR_BG_SPOT01_IDOSOKO
ACTOR_EN_SA
ACTOR_EN_WONDER_TALK
ACTOR_BG_GJYO_BRIDGE
ACTOR_EN_DS
ACTOR_EN_MK
ACTOR_EN_BOM_BOWL_MAN
ACTOR_EN_BOM_BOWL_PIT
ACTOR_EN_OWL
ACTOR_EN_ISHI
ACTOR_OBJ_HANA
ACTOR_OBJ_LIGHTSWITCH
ACTOR_OBJ_MURE2
ACTOR_EN_GO
ACTOR_EN_FU
ACTOR_UNSET_154
ACTOR_EN_CHANGER
ACTOR_BG_JYA_MEGAMI
ACTOR_BG_JYA_LIFT
ACTOR_BG_JYA_BIGMIRROR
ACTOR_BG_JYA_BOMBCHUIWA
ACTOR_BG_JYA_AMISHUTTER
ACTOR_BG_JYA_BOMBIWA
ACTOR_BG_SPOT18_BASKET
ACTOR_UNSET_15D
ACTOR_EN_GANON_ORGAN
ACTOR_EN_SIOFUKI
ACTOR_EN_STREAM
ACTOR_UNSET_161
ACTOR_EN_MM
ACTOR_EN_KO
ACTOR_EN_KZ
ACTOR_EN_WEATHER_TAG
ACTOR_BG_SST_FLOOR
ACTOR_EN_ANI
ACTOR_EN_EX_ITEM
ACTOR_BG_JYA_IRONOBJ
ACTOR_EN_JS
ACTOR_EN_JSJUTAN
ACTOR_EN_CS
ACTOR_EN_MD
ACTOR_EN_HY
ACTOR_EN_GANON_MANT
ACTOR_EN_OKARINA_EFFECT
ACTOR_EN_MAG
ACTOR_DOOR_GERUDO
ACTOR_ELF_MSG2
ACTOR_DEMO_GT
ACTOR_EN_PO_FIELD
ACTOR_EFC_ERUPC
ACTOR_BG_ZG
ACTOR_EN_HEISHI4
ACTOR_EN_ZL3
ACTOR_BOSS_GANON2
ACTOR_EN_KAKASI
ACTOR_EN_TAKARA_MAN
ACTOR_OBJ_MAKEOSHIHIKI
ACTOR_OCEFF_SPOT
ACTOR_END_TITLE
ACTOR_UNSET_180
ACTOR_EN_TORCH
ACTOR_DEMO_EC
ACTOR_SHOT_SUN
ACTOR_EN_DY_EXTRA
ACTOR_EN_WONDER_TALK2
ACTOR_EN_GE2
ACTOR_OBJ_ROOMTIMER
ACTOR_EN_SSH
ACTOR_EN_STH
ACTOR_OCEFF_WIPE
ACTOR_OCEFF_STORM
ACTOR_EN_WEIYER
ACTOR_BG_SPOT05_SOKO
ACTOR_BG_JYA_1FLIFT
ACTOR_BG_JYA_HAHENIRON
ACTOR_BG_SPOT12_GATE
ACTOR_BG_SPOT12_SAKU
ACTOR_EN_HINTNUTS
ACTOR_EN_NUTSBALL
ACTOR_BG_SPOT00_BREAK
ACTOR_EN_SHOPNUTS
ACTOR_EN_IT
ACTOR_EN_GELDB
ACTOR_OCEFF_WIPE2
ACTOR_OCEFF_WIPE3
ACTOR_EN_NIW_GIRL
ACTOR_EN_DOG
ACTOR_EN_SI
ACTOR_BG_SPOT01_OBJECTS2
ACTOR_OBJ_COMB
ACTOR_BG_SPOT11_BAKUDANKABE
ACTOR_OBJ_KIBAKO2
ACTOR_EN_DNT_DEMO
ACTOR_EN_DNT_JIJI
ACTOR_EN_DNT_NOMAL
ACTOR_EN_GUEST
ACTOR_BG_BOM_GUARD
ACTOR_EN_HS2
ACTOR_DEMO_KEKKAI
ACTOR_BG_SPOT08_BAKUDANKABE
ACTOR_BG_SPOT17_BAKUDANKABE
ACTOR_UNSET_1AA
ACTOR_OBJ_MURE3
ACTOR_EN_TG
ACTOR_EN_MU
ACTOR_EN_GO2
ACTOR_EN_WF
ACTOR_EN_SKB
ACTOR_DEMO_GJ
ACTOR_DEMO_GEFF
ACTOR_BG_GND_FIREMEIRO
ACTOR_BG_GND_DARKMEIRO
ACTOR_BG_GND_SOULMEIRO
ACTOR_BG_GND_NISEKABE
ACTOR_BG_GND_ICEBLOCK
ACTOR_EN_GB
ACTOR_EN_GS
ACTOR_BG_MIZU_BWALL
ACTOR_BG_MIZU_SHUTTER
ACTOR_EN_DAIKU_KAKARIKO
ACTOR_BG_BOWL_WALL
ACTOR_EN_WALL_TUBO
ACTOR_EN_PO_DESERT
ACTOR_EN_CROW
ACTOR_DOOR_KILLER
ACTOR_BG_SPOT11_OASIS
ACTOR_BG_SPOT18_FUTA
ACTOR_BG_SPOT18_SHUTTER
ACTOR_EN_MA3
ACTOR_EN_COW
ACTOR_BG_ICE_TURARA
ACTOR_BG_ICE_SHUTTER
ACTOR_EN_KAKASI2
ACTOR_EN_KAKASI3
ACTOR_OCEFF_WIPE4
ACTOR_EN_EG
ACTOR_BG_MENKURI_NISEKABE
ACTOR_EN_ZO
ACTOR_OBJ_MAKEKINSUTA
ACTOR_EN_GE3
ACTOR_OBJ_TIMEBLOCK
ACTOR_OBJ_HAMISHI
ACTOR_EN_ZL4
ACTOR_EN_MM2
ACTOR_BG_JYA_BLOCK
ACTOR_OBJ_WARP2BLOCK
ACTOR_ID_MAX
@@ -1,402 +0,0 @@
OBJECT_INVALID
OBJECT_GAMEPLAY_KEEP
OBJECT_GAMEPLAY_FIELD_KEEP
OBJECT_GAMEPLAY_DANGEON_KEEP
OBJECT_UNSET_4
OBJECT_UNSET_5
OBJECT_HUMAN
OBJECT_OKUTA
OBJECT_CROW
OBJECT_POH
OBJECT_DY_OBJ
OBJECT_WALLMASTER
OBJECT_DODONGO
OBJECT_FIREFLY
OBJECT_BOX
OBJECT_FIRE
OBJECT_UNSET_10
OBJECT_UNSET_11
OBJECT_BUBBLE
OBJECT_NIW
OBJECT_LINK_BOY
OBJECT_LINK_CHILD
OBJECT_TITE
OBJECT_REEBA
OBJECT_PEEHAT
OBJECT_KINGDODONGO
OBJECT_HORSE
OBJECT_ZF
OBJECT_GOMA
OBJECT_ZL1
OBJECT_GOL
OBJECT_DODOJR
OBJECT_TORCH2
OBJECT_BL
OBJECT_TP
OBJECT_OA1
OBJECT_ST
OBJECT_BW
OBJECT_EI
OBJECT_HORSE_NORMAL
OBJECT_OB1
OBJECT_O_ANIME
OBJECT_SPOT04_OBJECTS
OBJECT_DDAN_OBJECTS
OBJECT_HIDAN_OBJECTS
OBJECT_HORSE_GANON
OBJECT_OA2
OBJECT_SPOT00_OBJECTS
OBJECT_MB
OBJECT_BOMBF
OBJECT_SK2
OBJECT_OE1
OBJECT_OE_ANIME
OBJECT_OE2
OBJECT_YDAN_OBJECTS
OBJECT_GND
OBJECT_AM
OBJECT_DEKUBABA
OBJECT_UNSET_3A
OBJECT_OA3
OBJECT_OA4
OBJECT_OA5
OBJECT_OA6
OBJECT_OA7
OBJECT_JJ
OBJECT_OA8
OBJECT_OA9
OBJECT_OB2
OBJECT_OB3
OBJECT_OB4
OBJECT_HORSE_ZELDA
OBJECT_OPENING_DEMO1
OBJECT_WARP1
OBJECT_B_HEART
OBJECT_DEKUNUTS
OBJECT_OE3
OBJECT_OE4
OBJECT_MENKURI_OBJECTS
OBJECT_OE5
OBJECT_OE6
OBJECT_OE7
OBJECT_OE8
OBJECT_OE9
OBJECT_OE10
OBJECT_OE11
OBJECT_OE12
OBJECT_VALI
OBJECT_OA10
OBJECT_OA11
OBJECT_MIZU_OBJECTS
OBJECT_FHG
OBJECT_OSSAN
OBJECT_MORI_HINERI1
OBJECT_BB
OBJECT_TOKI_OBJECTS
OBJECT_YUKABYUN
OBJECT_ZL2
OBJECT_MJIN
OBJECT_MJIN_FLASH
OBJECT_MJIN_DARK
OBJECT_MJIN_FLAME
OBJECT_MJIN_ICE
OBJECT_MJIN_SOUL
OBJECT_MJIN_WIND
OBJECT_MJIN_OKA
OBJECT_HAKA_OBJECTS
OBJECT_SPOT06_OBJECTS
OBJECT_ICE_OBJECTS
OBJECT_RELAY_OBJECTS
OBJECT_PO_FIELD
OBJECT_PO_COMPOSER
OBJECT_MORI_HINERI1A
OBJECT_MORI_HINERI2
OBJECT_MORI_HINERI2A
OBJECT_MORI_OBJECTS
OBJECT_MORI_TEX
OBJECT_SPOT08_OBJ
OBJECT_WARP2
OBJECT_HATA
OBJECT_BIRD
OBJECT_UNSET_78
OBJECT_UNSET_79
OBJECT_UNSET_7A
OBJECT_UNSET_7B
OBJECT_WOOD02
OBJECT_UNSET_7D
OBJECT_UNSET_7E
OBJECT_UNSET_7F
OBJECT_UNSET_80
OBJECT_LIGHTBOX
OBJECT_PU_BOX
OBJECT_UNSET_83
OBJECT_UNSET_84
OBJECT_TRAP
OBJECT_VASE
OBJECT_IM
OBJECT_TA
OBJECT_TK
OBJECT_XC
OBJECT_VM
OBJECT_BV
OBJECT_HAKACH_OBJECTS
OBJECT_EFC_CRYSTAL_LIGHT
OBJECT_EFC_FIRE_BALL
OBJECT_EFC_FLASH
OBJECT_EFC_LGT_SHOWER
OBJECT_EFC_STAR_FIELD
OBJECT_GOD_LGT
OBJECT_LIGHT_RING
OBJECT_TRIFORCE_SPOT
OBJECT_BDAN_OBJECTS
OBJECT_SD
OBJECT_RD
OBJECT_PO_SISTERS
OBJECT_HEAVY_OBJECT
OBJECT_GNDD
OBJECT_FD
OBJECT_DU
OBJECT_FW
OBJECT_MEDAL
OBJECT_HORSE_LINK_CHILD
OBJECT_SPOT02_OBJECTS
OBJECT_HAKA
OBJECT_RU1
OBJECT_SYOKUDAI
OBJECT_FD2
OBJECT_DH
OBJECT_RL
OBJECT_EFC_TW
OBJECT_DEMO_TRE_LGT
OBJECT_GI_KEY
OBJECT_MIR_RAY
OBJECT_BROB
OBJECT_GI_JEWEL
OBJECT_SPOT09_OBJ
OBJECT_SPOT18_OBJ
OBJECT_BDOOR
OBJECT_SPOT17_OBJ
OBJECT_SHOP_DUNGEN
OBJECT_NB
OBJECT_MO
OBJECT_SB
OBJECT_GI_MELODY
OBJECT_GI_HEART
OBJECT_GI_COMPASS
OBJECT_GI_BOSSKEY
OBJECT_GI_MEDAL
OBJECT_GI_NUTS
OBJECT_SA
OBJECT_GI_HEARTS
OBJECT_GI_ARROWCASE
OBJECT_GI_BOMBPOUCH
OBJECT_IN
OBJECT_TR
OBJECT_SPOT16_OBJ
OBJECT_OE1S
OBJECT_OE4S
OBJECT_OS_ANIME
OBJECT_GI_BOTTLE
OBJECT_GI_STICK
OBJECT_GI_MAP
OBJECT_OF1D_MAP
OBJECT_RU2
OBJECT_GI_SHIELD_1
OBJECT_DEKUJR
OBJECT_GI_MAGICPOT
OBJECT_GI_BOMB_1
OBJECT_OF1S
OBJECT_MA2
OBJECT_GI_PURSE
OBJECT_HNI
OBJECT_TW
OBJECT_RR
OBJECT_BXA
OBJECT_ANUBICE
OBJECT_GI_GERUDO
OBJECT_GI_ARROW
OBJECT_GI_BOMB_2
OBJECT_GI_EGG
OBJECT_GI_SCALE
OBJECT_GI_SHIELD_2
OBJECT_GI_HOOKSHOT
OBJECT_GI_OCARINA
OBJECT_GI_MILK
OBJECT_MA1
OBJECT_GANON
OBJECT_SST
OBJECT_NY_UNUSED
OBJECT_UNSET_E4
OBJECT_NY
OBJECT_FR
OBJECT_GI_PACHINKO
OBJECT_GI_BOOMERANG
OBJECT_GI_BOW
OBJECT_GI_GLASSES
OBJECT_GI_LIQUID
OBJECT_ANI
OBJECT_DEMO_6K
OBJECT_GI_SHIELD_3
OBJECT_GI_LETTER
OBJECT_SPOT15_OBJ
OBJECT_JYA_OBJ
OBJECT_GI_CLOTHES
OBJECT_GI_BEAN
OBJECT_GI_FISH
OBJECT_GI_SAW
OBJECT_GI_HAMMER
OBJECT_GI_GRASS
OBJECT_GI_LONGSWORD
OBJECT_SPOT01_OBJECTS
OBJECT_MD_UNUSED
OBJECT_MD
OBJECT_KM1
OBJECT_KW1
OBJECT_ZO
OBJECT_KZ
OBJECT_UMAJUMP
OBJECT_MASTERKOKIRI
OBJECT_MASTERKOKIRIHEAD
OBJECT_MASTERGOLON
OBJECT_MASTERZOORA
OBJECT_AOB
OBJECT_IK
OBJECT_AHG
OBJECT_CNE
OBJECT_GI_NIWATORI
OBJECT_SKJ
OBJECT_GI_BOTTLE_LETTER
OBJECT_BJI
OBJECT_BBA
OBJECT_GI_OCARINA_0
OBJECT_DS
OBJECT_ANE
OBJECT_BOJ
OBJECT_SPOT03_OBJECT
OBJECT_SPOT07_OBJECT
OBJECT_FZ
OBJECT_BOB
OBJECT_GE1
OBJECT_YABUSAME_POINT
OBJECT_GI_BOOTS_2
OBJECT_GI_SEED
OBJECT_GND_MAGIC
OBJECT_D_ELEVATOR
OBJECT_D_HSBLOCK
OBJECT_D_LIFT
OBJECT_MAMENOKI
OBJECT_GOROIWA
OBJECT_UNSET_120
OBJECT_TORYO
OBJECT_DAIKU
OBJECT_UNSET_123
OBJECT_NWC
OBJECT_BLKOBJ
OBJECT_GM
OBJECT_MS
OBJECT_HS
OBJECT_INGATE
OBJECT_LIGHTSWITCH
OBJECT_KUSA
OBJECT_TSUBO
OBJECT_GI_GLOVES
OBJECT_GI_COIN
OBJECT_KANBAN
OBJECT_GJYO_OBJECTS
OBJECT_OWL
OBJECT_MK
OBJECT_FU
OBJECT_GI_KI_TAN_MASK
OBJECT_GI_REDEAD_MASK
OBJECT_GI_SKJ_MASK
OBJECT_GI_RABIT_MASK
OBJECT_GI_TRUTH_MASK
OBJECT_GANON_OBJECTS
OBJECT_SIOFUKI
OBJECT_STREAM
OBJECT_MM
OBJECT_FA
OBJECT_OS
OBJECT_GI_EYE_LOTION
OBJECT_GI_POWDER
OBJECT_GI_MUSHROOM
OBJECT_GI_TICKETSTONE
OBJECT_GI_BROKENSWORD
OBJECT_JS
OBJECT_CS
OBJECT_GI_PRESCRIPTION
OBJECT_GI_BRACELET
OBJECT_GI_SOLDOUT
OBJECT_GI_FROG
OBJECT_MAG
OBJECT_DOOR_GERUDO
OBJECT_GT
OBJECT_EFC_ERUPC
OBJECT_ZL2_ANIME1
OBJECT_ZL2_ANIME2
OBJECT_GI_GOLONMASK
OBJECT_GI_ZORAMASK
OBJECT_GI_GERUDOMASK
OBJECT_GANON2
OBJECT_KA
OBJECT_TS
OBJECT_ZG
OBJECT_GI_HOVERBOOTS
OBJECT_GI_M_ARROW
OBJECT_DS2
OBJECT_EC
OBJECT_FISH
OBJECT_GI_SUTARU
OBJECT_GI_GODDESS
OBJECT_SSH
OBJECT_BIGOKUTA
OBJECT_BG
OBJECT_SPOT05_OBJECTS
OBJECT_SPOT12_OBJ
OBJECT_BOMBIWA
OBJECT_HINTNUTS
OBJECT_RS
OBJECT_SPOT00_BREAK
OBJECT_GLA
OBJECT_SHOPNUTS
OBJECT_GELDB
OBJECT_GR
OBJECT_DOG
OBJECT_JYA_IRON
OBJECT_JYA_DOOR
OBJECT_UNSET_16E
OBJECT_SPOT11_OBJ
OBJECT_KIBAKO2
OBJECT_DNS
OBJECT_DNK
OBJECT_GI_FIRE
OBJECT_GI_INSECT
OBJECT_GI_BUTTERFLY
OBJECT_GI_GHOST
OBJECT_GI_SOUL
OBJECT_BOWL
OBJECT_DEMO_KEKKAI
OBJECT_EFC_DOUGHNUT
OBJECT_GI_DEKUPOUCH
OBJECT_GANON_ANIME1
OBJECT_GANON_ANIME2
OBJECT_GANON_ANIME3
OBJECT_GI_RUPY
OBJECT_SPOT01_MATOYA
OBJECT_SPOT01_MATOYAB
OBJECT_MU
OBJECT_WF
OBJECT_SKB
OBJECT_GJ
OBJECT_GEFF
OBJECT_HAKA_DOOR
OBJECT_GS
OBJECT_PS
OBJECT_BWALL
OBJECT_COW
OBJECT_COB
OBJECT_GI_SWORD_1
OBJECT_DOOR_KILLER
OBJECT_OUKE_HAKA
OBJECT_TIMEBLOCK
OBJECT_ZL4
@@ -1 +0,0 @@
8012DB20 gMtxClear
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-32
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@@ -1,32 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}
-78
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@@ -1,78 +0,0 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
{
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
}
}
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*colDiffuse;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
}
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-547
View File
@@ -1,547 +0,0 @@
//////////////////////////////////////////////////////////////////////////////////
// //
// raygui Icons exporter v1.1 - Icons data exported as a values array //
// //
// more info and bugs-report: github.com/raysan5/raygui //
// feedback and support: ray[at]raylibtech.com //
// //
// Copyright (c) 2019-2021 raylib technologies (@raylibtech) //
// //
//////////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define RAYGUI_ICON_SIZE 16 // Size of icons (squared)
#define RAYGUI_ICON_MAX_ICONS 256 // Maximum number of icons
#define RAYGUI_ICON_MAX_NAME_LENGTH 32 // Maximum length of icon name id
// Icons data is defined by bit array (every bit represents one pixel)
// Those arrays are stored as unsigned int data arrays, so every array
// element defines 32 pixels (bits) of information
// Number of elemens depend on RAYGUI_ICON_SIZE (by default 16x16 pixels)
#define RAYGUI_ICON_DATA_ELEMENTS (RAYGUI_ICON_SIZE*RAYGUI_ICON_SIZE/32)
//----------------------------------------------------------------------------------
// Icons enumeration
//----------------------------------------------------------------------------------
typedef enum {
RAYGUI_ICON_NONE = 0,
RAYGUI_ICON_FOLDER_FILE_OPEN = 1,
RAYGUI_ICON_FILE_SAVE_CLASSIC = 2,
RAYGUI_ICON_FOLDER_OPEN = 3,
RAYGUI_ICON_FOLDER_SAVE = 4,
RAYGUI_ICON_FILE_OPEN = 5,
RAYGUI_ICON_FILE_SAVE = 6,
RAYGUI_ICON_FILE_EXPORT = 7,
RAYGUI_ICON_FILE_NEW = 8,
RAYGUI_ICON_FILE_DELETE = 9,
RAYGUI_ICON_FILETYPE_TEXT = 10,
RAYGUI_ICON_FILETYPE_AUDIO = 11,
RAYGUI_ICON_FILETYPE_IMAGE = 12,
RAYGUI_ICON_FILETYPE_PLAY = 13,
RAYGUI_ICON_FILETYPE_VIDEO = 14,
RAYGUI_ICON_FILETYPE_INFO = 15,
RAYGUI_ICON_FILE_COPY = 16,
RAYGUI_ICON_FILE_CUT = 17,
RAYGUI_ICON_FILE_PASTE = 18,
RAYGUI_ICON_CURSOR_HAND = 19,
RAYGUI_ICON_CURSOR_POINTER = 20,
RAYGUI_ICON_CURSOR_CLASSIC = 21,
RAYGUI_ICON_PENCIL = 22,
RAYGUI_ICON_PENCIL_BIG = 23,
RAYGUI_ICON_BRUSH_CLASSIC = 24,
RAYGUI_ICON_BRUSH_PAINTER = 25,
RAYGUI_ICON_WATER_DROP = 26,
RAYGUI_ICON_COLOR_PICKER = 27,
RAYGUI_ICON_RUBBER = 28,
RAYGUI_ICON_COLOR_BUCKET = 29,
RAYGUI_ICON_TEXT_T = 30,
RAYGUI_ICON_TEXT_A = 31,
RAYGUI_ICON_SCALE = 32,
RAYGUI_ICON_RESIZE = 33,
RAYGUI_ICON_FILTER_POINT = 34,
RAYGUI_ICON_FILTER_BILINEAR = 35,
RAYGUI_ICON_CROP = 36,
RAYGUI_ICON_CROP_ALPHA = 37,
RAYGUI_ICON_SQUARE_TOGGLE = 38,
RAYGUI_ICON_SIMMETRY = 39,
RAYGUI_ICON_SIMMETRY_HORIZONTAL = 40,
RAYGUI_ICON_SIMMETRY_VERTICAL = 41,
RAYGUI_ICON_LENS = 42,
RAYGUI_ICON_LENS_BIG = 43,
RAYGUI_ICON_EYE_ON = 44,
RAYGUI_ICON_EYE_OFF = 45,
RAYGUI_ICON_FILTER_TOP = 46,
RAYGUI_ICON_FILTER = 47,
RAYGUI_ICON_TARGET_POINT = 48,
RAYGUI_ICON_TARGET_SMALL = 49,
RAYGUI_ICON_TARGET_BIG = 50,
RAYGUI_ICON_TARGET_MOVE = 51,
RAYGUI_ICON_CURSOR_MOVE = 52,
RAYGUI_ICON_CURSOR_SCALE = 53,
RAYGUI_ICON_CURSOR_SCALE_RIGHT = 54,
RAYGUI_ICON_CURSOR_SCALE_LEFT = 55,
RAYGUI_ICON_UNDO = 56,
RAYGUI_ICON_REDO = 57,
RAYGUI_ICON_REREDO = 58,
RAYGUI_ICON_MUTATE = 59,
RAYGUI_ICON_ROTATE = 60,
RAYGUI_ICON_REPEAT = 61,
RAYGUI_ICON_SHUFFLE = 62,
RAYGUI_ICON_EMPTYBOX = 63,
RAYGUI_ICON_TARGET = 64,
RAYGUI_ICON_TARGET_SMALL_FILL = 65,
RAYGUI_ICON_TARGET_BIG_FILL = 66,
RAYGUI_ICON_TARGET_MOVE_FILL = 67,
RAYGUI_ICON_CURSOR_MOVE_FILL = 68,
RAYGUI_ICON_CURSOR_SCALE_FILL = 69,
RAYGUI_ICON_CURSOR_SCALE_RIGHT_FILL = 70,
RAYGUI_ICON_CURSOR_SCALE_LEFT_FILL = 71,
RAYGUI_ICON_UNDO_FILL = 72,
RAYGUI_ICON_REDO_FILL = 73,
RAYGUI_ICON_REREDO_FILL = 74,
RAYGUI_ICON_MUTATE_FILL = 75,
RAYGUI_ICON_ROTATE_FILL = 76,
RAYGUI_ICON_REPEAT_FILL = 77,
RAYGUI_ICON_SHUFFLE_FILL = 78,
RAYGUI_ICON_EMPTYBOX_SMALL = 79,
RAYGUI_ICON_BOX = 80,
RAYGUI_ICON_BOX_TOP = 81,
RAYGUI_ICON_BOX_TOP_RIGHT = 82,
RAYGUI_ICON_BOX_RIGHT = 83,
RAYGUI_ICON_BOX_BOTTOM_RIGHT = 84,
RAYGUI_ICON_BOX_BOTTOM = 85,
RAYGUI_ICON_BOX_BOTTOM_LEFT = 86,
RAYGUI_ICON_BOX_LEFT = 87,
RAYGUI_ICON_BOX_TOP_LEFT = 88,
RAYGUI_ICON_BOX_CENTER = 89,
RAYGUI_ICON_BOX_CIRCLE_MASK = 90,
RAYGUI_ICON_POT = 91,
RAYGUI_ICON_ALPHA_MULTIPLY = 92,
RAYGUI_ICON_ALPHA_CLEAR = 93,
RAYGUI_ICON_DITHERING = 94,
RAYGUI_ICON_MIPMAPS = 95,
RAYGUI_ICON_BOX_GRID = 96,
RAYGUI_ICON_GRID = 97,
RAYGUI_ICON_BOX_CORNERS_SMALL = 98,
RAYGUI_ICON_BOX_CORNERS_BIG = 99,
RAYGUI_ICON_FOUR_BOXES = 100,
RAYGUI_ICON_GRID_FILL = 101,
RAYGUI_ICON_BOX_MULTISIZE = 102,
RAYGUI_ICON_ZOOM_SMALL = 103,
RAYGUI_ICON_ZOOM_MEDIUM = 104,
RAYGUI_ICON_ZOOM_BIG = 105,
RAYGUI_ICON_ZOOM_ALL = 106,
RAYGUI_ICON_ZOOM_CENTER = 107,
RAYGUI_ICON_BOX_DOTS_SMALL = 108,
RAYGUI_ICON_BOX_DOTS_BIG = 109,
RAYGUI_ICON_BOX_CONCENTRIC = 110,
RAYGUI_ICON_BOX_GRID_BIG = 111,
RAYGUI_ICON_OK_TICK = 112,
RAYGUI_ICON_CROSS = 113,
RAYGUI_ICON_ARROW_LEFT = 114,
RAYGUI_ICON_ARROW_RIGHT = 115,
RAYGUI_ICON_ARROW_BOTTOM = 116,
RAYGUI_ICON_ARROW_TOP = 117,
RAYGUI_ICON_ARROW_LEFT_FILL = 118,
RAYGUI_ICON_ARROW_RIGHT_FILL = 119,
RAYGUI_ICON_ARROW_BOTTOM_FILL = 120,
RAYGUI_ICON_ARROW_TOP_FILL = 121,
RAYGUI_ICON_AUDIO = 122,
RAYGUI_ICON_FX = 123,
RAYGUI_ICON_WAVE = 124,
RAYGUI_ICON_WAVE_SINUS = 125,
RAYGUI_ICON_WAVE_SQUARE = 126,
RAYGUI_ICON_WAVE_TRIANGULAR = 127,
RAYGUI_ICON_CROSS_SMALL = 128,
RAYGUI_ICON_PLAYER_PREVIOUS = 129,
RAYGUI_ICON_PLAYER_PLAY_BACK = 130,
RAYGUI_ICON_PLAYER_PLAY = 131,
RAYGUI_ICON_PLAYER_PAUSE = 132,
RAYGUI_ICON_PLAYER_STOP = 133,
RAYGUI_ICON_PLAYER_NEXT = 134,
RAYGUI_ICON_PLAYER_RECORD = 135,
RAYGUI_ICON_MAGNET = 136,
RAYGUI_ICON_LOCK_CLOSE = 137,
RAYGUI_ICON_LOCK_OPEN = 138,
RAYGUI_ICON_CLOCK = 139,
RAYGUI_ICON_TOOLS = 140,
RAYGUI_ICON_GEAR = 141,
RAYGUI_ICON_GEAR_BIG = 142,
RAYGUI_ICON_BIN = 143,
RAYGUI_ICON_HAND_POINTER = 144,
RAYGUI_ICON_LASER = 145,
RAYGUI_ICON_COIN = 146,
RAYGUI_ICON_EXPLOSION = 147,
RAYGUI_ICON_1UP = 148,
RAYGUI_ICON_PLAYER = 149,
RAYGUI_ICON_PLAYER_JUMP = 150,
RAYGUI_ICON_KEY = 151,
RAYGUI_ICON_DEMON = 152,
RAYGUI_ICON_TEXT_POPUP = 153,
RAYGUI_ICON_GEAR_EX = 154,
RAYGUI_ICON_CRACK = 155,
RAYGUI_ICON_CRACK_POINTS = 156,
RAYGUI_ICON_STAR = 157,
RAYGUI_ICON_DOOR = 158,
RAYGUI_ICON_EXIT = 159,
RAYGUI_ICON_MODE_2D = 160,
RAYGUI_ICON_MODE_3D = 161,
RAYGUI_ICON_CUBE = 162,
RAYGUI_ICON_CUBE_FACE_TOP = 163,
RAYGUI_ICON_CUBE_FACE_LEFT = 164,
RAYGUI_ICON_CUBE_FACE_FRONT = 165,
RAYGUI_ICON_CUBE_FACE_BOTTOM = 166,
RAYGUI_ICON_CUBE_FACE_RIGHT = 167,
RAYGUI_ICON_CUBE_FACE_BACK = 168,
RAYGUI_ICON_CAMERA = 169,
RAYGUI_ICON_SPECIAL = 170,
RAYGUI_ICON_LINK_NET = 171,
RAYGUI_ICON_LINK_BOXES = 172,
RAYGUI_ICON_LINK_MULTI = 173,
RAYGUI_ICON_LINK = 174,
RAYGUI_ICON_LINK_BROKE = 175,
RAYGUI_ICON_TEXT_NOTES = 176,
RAYGUI_ICON_NOTEBOOK = 177,
RAYGUI_ICON_SUITCASE = 178,
RAYGUI_ICON_SUITCASE_ZIP = 179,
RAYGUI_ICON_MAILBOX = 180,
RAYGUI_ICON_MONITOR = 181,
RAYGUI_ICON_PRINTER = 182,
RAYGUI_ICON_PHOTO_CAMERA = 183,
RAYGUI_ICON_PHOTO_CAMERA_FLASH = 184,
RAYGUI_ICON_HOUSE = 185,
RAYGUI_ICON_HEART = 186,
RAYGUI_ICON_CORNER = 187,
RAYGUI_ICON_VERTICAL_BARS = 188,
RAYGUI_ICON_VERTICAL_BARS_FILL = 189,
RAYGUI_ICON_LIFE_BARS = 190,
RAYGUI_ICON_INFO = 191,
RAYGUI_ICON_CROSSLINE = 192,
RAYGUI_ICON_HELP = 193,
RAYGUI_ICON_FILETYPE_ALPHA = 194,
RAYGUI_ICON_FILETYPE_HOME = 195,
RAYGUI_ICON_LAYERS_VISIBLE = 196,
RAYGUI_ICON_LAYERS = 197,
RAYGUI_ICON_WINDOW = 198,
RAYGUI_ICON_199 = 199,
RAYGUI_ICON_200 = 200,
RAYGUI_ICON_201 = 201,
RAYGUI_ICON_202 = 202,
RAYGUI_ICON_203 = 203,
RAYGUI_ICON_204 = 204,
RAYGUI_ICON_205 = 205,
RAYGUI_ICON_206 = 206,
RAYGUI_ICON_207 = 207,
RAYGUI_ICON_208 = 208,
RAYGUI_ICON_209 = 209,
RAYGUI_ICON_210 = 210,
RAYGUI_ICON_211 = 211,
RAYGUI_ICON_212 = 212,
RAYGUI_ICON_213 = 213,
RAYGUI_ICON_214 = 214,
RAYGUI_ICON_215 = 215,
RAYGUI_ICON_216 = 216,
RAYGUI_ICON_217 = 217,
RAYGUI_ICON_218 = 218,
RAYGUI_ICON_219 = 219,
RAYGUI_ICON_220 = 220,
RAYGUI_ICON_221 = 221,
RAYGUI_ICON_222 = 222,
RAYGUI_ICON_223 = 223,
RAYGUI_ICON_224 = 224,
RAYGUI_ICON_225 = 225,
RAYGUI_ICON_226 = 226,
RAYGUI_ICON_227 = 227,
RAYGUI_ICON_228 = 228,
RAYGUI_ICON_229 = 229,
RAYGUI_ICON_230 = 230,
RAYGUI_ICON_231 = 231,
RAYGUI_ICON_232 = 232,
RAYGUI_ICON_233 = 233,
RAYGUI_ICON_234 = 234,
RAYGUI_ICON_235 = 235,
RAYGUI_ICON_236 = 236,
RAYGUI_ICON_237 = 237,
RAYGUI_ICON_238 = 238,
RAYGUI_ICON_239 = 239,
RAYGUI_ICON_240 = 240,
RAYGUI_ICON_241 = 241,
RAYGUI_ICON_242 = 242,
RAYGUI_ICON_243 = 243,
RAYGUI_ICON_244 = 244,
RAYGUI_ICON_245 = 245,
RAYGUI_ICON_246 = 246,
RAYGUI_ICON_247 = 247,
RAYGUI_ICON_248 = 248,
RAYGUI_ICON_249 = 249,
RAYGUI_ICON_250 = 250,
RAYGUI_ICON_251 = 251,
RAYGUI_ICON_252 = 252,
RAYGUI_ICON_253 = 253,
RAYGUI_ICON_254 = 254,
RAYGUI_ICON_255 = 255,
} guiIconName;
//----------------------------------------------------------------------------------
// Icons data
//----------------------------------------------------------------------------------
static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_NONE
0x3ff80000, 0x2f082008, 0x2042207e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x00007ffe, // RAYGUI_ICON_FOLDER_FILE_OPEN
0x3ffe0000, 0x44226422, 0x400247e2, 0x5ffa4002, 0x57ea500a, 0x500a500a, 0x40025ffa, 0x00007ffe, // RAYGUI_ICON_FILE_SAVE_CLASSIC
0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024002, 0x44424282, 0x793e4102, 0x00000100, // RAYGUI_ICON_FOLDER_OPEN
0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024102, 0x44424102, 0x793e4282, 0x00000000, // RAYGUI_ICON_FOLDER_SAVE
0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x24442284, 0x21042104, 0x20042104, 0x00003ffc, // RAYGUI_ICON_FILE_OPEN
0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x21042104, 0x22842444, 0x20042104, 0x00003ffc, // RAYGUI_ICON_FILE_SAVE
0x3ff00000, 0x201c2010, 0x00042004, 0x20041004, 0x20844784, 0x00841384, 0x20042784, 0x00003ffc, // RAYGUI_ICON_FILE_EXPORT
0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x22042204, 0x22042f84, 0x20042204, 0x00003ffc, // RAYGUI_ICON_FILE_NEW
0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x25042884, 0x25042204, 0x20042884, 0x00003ffc, // RAYGUI_ICON_FILE_DELETE
0x3ff00000, 0x201c2010, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // RAYGUI_ICON_FILETYPE_TEXT
0x3ff00000, 0x201c2010, 0x27042004, 0x244424c4, 0x26442444, 0x20642664, 0x20042004, 0x00003ffc, // RAYGUI_ICON_FILETYPE_AUDIO
0x3ff00000, 0x201c2010, 0x26042604, 0x20042004, 0x35442884, 0x2414222c, 0x20042004, 0x00003ffc, // RAYGUI_ICON_FILETYPE_IMAGE
0x3ff00000, 0x201c2010, 0x20c42004, 0x22442144, 0x22442444, 0x20c42144, 0x20042004, 0x00003ffc, // RAYGUI_ICON_FILETYPE_PLAY
0x3ff00000, 0x3ffc2ff0, 0x3f3c2ff4, 0x3dbc2eb4, 0x3dbc2bb4, 0x3f3c2eb4, 0x3ffc2ff4, 0x00002ff4, // RAYGUI_ICON_FILETYPE_VIDEO
0x3ff00000, 0x201c2010, 0x21842184, 0x21842004, 0x21842184, 0x21842184, 0x20042184, 0x00003ffc, // RAYGUI_ICON_FILETYPE_INFO
0x0ff00000, 0x381c0810, 0x28042804, 0x28042804, 0x28042804, 0x28042804, 0x20102ffc, 0x00003ff0, // RAYGUI_ICON_FILE_COPY
0x00000000, 0x701c0000, 0x079c1e14, 0x55a000f0, 0x079c00f0, 0x701c1e14, 0x00000000, 0x00000000, // RAYGUI_ICON_FILE_CUT
0x01c00000, 0x13e41bec, 0x3f841004, 0x204420c4, 0x20442044, 0x20442044, 0x207c2044, 0x00003fc0, // RAYGUI_ICON_FILE_PASTE
0x00000000, 0x3aa00fe0, 0x2abc2aa0, 0x2aa42aa4, 0x20042aa4, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_CURSOR_HAND
0x00000000, 0x003c000c, 0x030800c8, 0x30100c10, 0x10202020, 0x04400840, 0x01800280, 0x00000000, // RAYGUI_ICON_CURSOR_POINTER
0x00000000, 0x00180000, 0x01f00078, 0x03e007f0, 0x07c003e0, 0x04000e40, 0x00000000, 0x00000000, // RAYGUI_ICON_CURSOR_CLASSIC
0x00000000, 0x04000000, 0x11000a00, 0x04400a80, 0x01100220, 0x00580088, 0x00000038, 0x00000000, // RAYGUI_ICON_PENCIL
0x04000000, 0x15000a00, 0x50402880, 0x14102820, 0x05040a08, 0x015c028c, 0x007c00bc, 0x00000000, // RAYGUI_ICON_PENCIL_BIG
0x01c00000, 0x01400140, 0x01400140, 0x0ff80140, 0x0ff80808, 0x0aa80808, 0x0aa80aa8, 0x00000ff8, // RAYGUI_ICON_BRUSH_CLASSIC
0x1ffc0000, 0x5ffc7ffe, 0x40004000, 0x00807f80, 0x01c001c0, 0x01c001c0, 0x01c001c0, 0x00000080, // RAYGUI_ICON_BRUSH_PAINTER
0x00000000, 0x00800000, 0x01c00080, 0x03e001c0, 0x07f003e0, 0x036006f0, 0x000001c0, 0x00000000, // RAYGUI_ICON_WATER_DROP
0x00000000, 0x3e003800, 0x1f803f80, 0x0c201e40, 0x02080c10, 0x00840104, 0x00380044, 0x00000000, // RAYGUI_ICON_COLOR_PICKER
0x00000000, 0x07800300, 0x1fe00fc0, 0x3f883fd0, 0x0e021f04, 0x02040402, 0x00f00108, 0x00000000, // RAYGUI_ICON_RUBBER
0x00c00000, 0x02800140, 0x08200440, 0x20081010, 0x2ffe3004, 0x03f807fc, 0x00e001f0, 0x00000040, // RAYGUI_ICON_COLOR_BUCKET
0x00000000, 0x21843ffc, 0x01800180, 0x01800180, 0x01800180, 0x01800180, 0x03c00180, 0x00000000, // RAYGUI_ICON_TEXT_T
0x00800000, 0x01400180, 0x06200340, 0x0c100620, 0x1ff80c10, 0x380c1808, 0x70067004, 0x0000f80f, // RAYGUI_ICON_TEXT_A
0x78000000, 0x50004000, 0x00004800, 0x03c003c0, 0x03c003c0, 0x00100000, 0x0002000a, 0x0000000e, // RAYGUI_ICON_SCALE
0x75560000, 0x5e004002, 0x54001002, 0x41001202, 0x408200fe, 0x40820082, 0x40820082, 0x00006afe, // RAYGUI_ICON_RESIZE
0x00000000, 0x3f003f00, 0x3f003f00, 0x3f003f00, 0x00400080, 0x001c0020, 0x001c001c, 0x00000000, // RAYGUI_ICON_FILTER_POINT
0x6d800000, 0x00004080, 0x40804080, 0x40800000, 0x00406d80, 0x001c0020, 0x001c001c, 0x00000000, // RAYGUI_ICON_FILTER_BILINEAR
0x40080000, 0x1ffe2008, 0x14081008, 0x11081208, 0x10481088, 0x10081028, 0x10047ff8, 0x00001002, // RAYGUI_ICON_CROP
0x00100000, 0x3ffc0010, 0x2ab03550, 0x22b02550, 0x20b02150, 0x20302050, 0x2000fff0, 0x00002000, // RAYGUI_ICON_CROP_ALPHA
0x40000000, 0x1ff82000, 0x04082808, 0x01082208, 0x00482088, 0x00182028, 0x35542008, 0x00000002, // RAYGUI_ICON_SQUARE_TOGGLE
0x00000000, 0x02800280, 0x06c006c0, 0x0ea00ee0, 0x1e901eb0, 0x3e883e98, 0x7efc7e8c, 0x00000000, // RAYGUI_ICON_SIMMETRY
0x01000000, 0x05600100, 0x1d480d50, 0x7d423d44, 0x3d447d42, 0x0d501d48, 0x01000560, 0x00000100, // RAYGUI_ICON_SIMMETRY_HORIZONTAL
0x01800000, 0x04200240, 0x10080810, 0x00001ff8, 0x00007ffe, 0x0ff01ff8, 0x03c007e0, 0x00000180, // RAYGUI_ICON_SIMMETRY_VERTICAL
0x00000000, 0x010800f0, 0x02040204, 0x02040204, 0x07f00308, 0x1c000e00, 0x30003800, 0x00000000, // RAYGUI_ICON_LENS
0x00000000, 0x061803f0, 0x08240c0c, 0x08040814, 0x0c0c0804, 0x23f01618, 0x18002400, 0x00000000, // RAYGUI_ICON_LENS_BIG
0x00000000, 0x00000000, 0x1c7007c0, 0x638e3398, 0x1c703398, 0x000007c0, 0x00000000, 0x00000000, // RAYGUI_ICON_EYE_ON
0x00000000, 0x10002000, 0x04700fc0, 0x610e3218, 0x1c703098, 0x001007a0, 0x00000008, 0x00000000, // RAYGUI_ICON_EYE_OFF
0x00000000, 0x00007ffc, 0x40047ffc, 0x10102008, 0x04400820, 0x02800280, 0x02800280, 0x00000100, // RAYGUI_ICON_FILTER_TOP
0x00000000, 0x40027ffe, 0x10082004, 0x04200810, 0x02400240, 0x02400240, 0x01400240, 0x000000c0, // RAYGUI_ICON_FILTER
0x00800000, 0x00800080, 0x00000080, 0x3c9e0000, 0x00000000, 0x00800080, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET_POINT
0x00800000, 0x00800080, 0x00800080, 0x3f7e01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET_SMALL
0x00800000, 0x00800080, 0x03e00080, 0x3e3e0220, 0x03e00220, 0x00800080, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET_BIG
0x01000000, 0x04400280, 0x01000100, 0x43842008, 0x43849ab2, 0x01002008, 0x04400100, 0x01000280, // RAYGUI_ICON_TARGET_MOVE
0x01000000, 0x04400280, 0x01000100, 0x41042108, 0x41049ff2, 0x01002108, 0x04400100, 0x01000280, // RAYGUI_ICON_CURSOR_MOVE
0x781e0000, 0x500a4002, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x4002500a, 0x0000781e, // RAYGUI_ICON_CURSOR_SCALE
0x00000000, 0x20003c00, 0x24002800, 0x01000200, 0x00400080, 0x00140024, 0x003c0004, 0x00000000, // RAYGUI_ICON_CURSOR_SCALE_RIGHT
0x00000000, 0x0004003c, 0x00240014, 0x00800040, 0x02000100, 0x28002400, 0x3c002000, 0x00000000, // RAYGUI_ICON_CURSOR_SCALE_LEFT
0x00000000, 0x00100020, 0x10101fc8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // RAYGUI_ICON_UNDO
0x00000000, 0x08000400, 0x080813f8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // RAYGUI_ICON_REDO
0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3f902020, 0x00400020, 0x00000000, // RAYGUI_ICON_REREDO
0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3fc82010, 0x00200010, 0x00000000, // RAYGUI_ICON_MUTATE
0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18101020, 0x00100fc8, 0x00000020, // RAYGUI_ICON_ROTATE
0x00000000, 0x04000200, 0x240429fc, 0x20042204, 0x20442004, 0x3f942024, 0x00400020, 0x00000000, // RAYGUI_ICON_REPEAT
0x00000000, 0x20001000, 0x22104c0e, 0x00801120, 0x11200040, 0x4c0e2210, 0x10002000, 0x00000000, // RAYGUI_ICON_SHUFFLE
0x7ffe0000, 0x50024002, 0x44024802, 0x41024202, 0x40424082, 0x40124022, 0x4002400a, 0x00007ffe, // RAYGUI_ICON_EMPTYBOX
0x00800000, 0x03e00080, 0x08080490, 0x3c9e0808, 0x08080808, 0x03e00490, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET
0x00800000, 0x00800080, 0x00800080, 0x3ffe01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET_SMALL_FILL
0x00800000, 0x00800080, 0x03e00080, 0x3ffe03e0, 0x03e003e0, 0x00800080, 0x00800080, 0x00000000, // RAYGUI_ICON_TARGET_BIG_FILL
0x01000000, 0x07c00380, 0x01000100, 0x638c2008, 0x638cfbbe, 0x01002008, 0x07c00100, 0x01000380, // RAYGUI_ICON_TARGET_MOVE_FILL
0x01000000, 0x07c00380, 0x01000100, 0x610c2108, 0x610cfffe, 0x01002108, 0x07c00100, 0x01000380, // RAYGUI_ICON_CURSOR_MOVE_FILL
0x781e0000, 0x6006700e, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x700e6006, 0x0000781e, // RAYGUI_ICON_CURSOR_SCALE_FILL
0x00000000, 0x38003c00, 0x24003000, 0x01000200, 0x00400080, 0x000c0024, 0x003c001c, 0x00000000, // RAYGUI_ICON_CURSOR_SCALE_RIGHT_FILL
0x00000000, 0x001c003c, 0x0024000c, 0x00800040, 0x02000100, 0x30002400, 0x3c003800, 0x00000000, // RAYGUI_ICON_CURSOR_SCALE_LEFT_FILL
0x00000000, 0x00300020, 0x10301ff8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // RAYGUI_ICON_UNDO_FILL
0x00000000, 0x0c000400, 0x0c081ff8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // RAYGUI_ICON_REDO_FILL
0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3ff02060, 0x00400060, 0x00000000, // RAYGUI_ICON_REREDO_FILL
0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3ff82030, 0x00200030, 0x00000000, // RAYGUI_ICON_MUTATE_FILL
0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18301020, 0x00300ff8, 0x00000020, // RAYGUI_ICON_ROTATE_FILL
0x00000000, 0x06000200, 0x26042ffc, 0x20042204, 0x20442004, 0x3ff42064, 0x00400060, 0x00000000, // RAYGUI_ICON_REPEAT_FILL
0x00000000, 0x30001000, 0x32107c0e, 0x00801120, 0x11200040, 0x7c0e3210, 0x10003000, 0x00000000, // RAYGUI_ICON_SHUFFLE_FILL
0x00000000, 0x30043ffc, 0x24042804, 0x21042204, 0x20442084, 0x20142024, 0x3ffc200c, 0x00000000, // RAYGUI_ICON_EMPTYBOX_SMALL
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX
0x00000000, 0x23c43ffc, 0x23c423c4, 0x200423c4, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_TOP
0x00000000, 0x3e043ffc, 0x3e043e04, 0x20043e04, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_TOP_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x3e043e04, 0x3e043e04, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x3e042004, 0x3e043e04, 0x3ffc3e04, 0x00000000, // RAYGUI_ICON_BOX_BOTTOM_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x23c42004, 0x23c423c4, 0x3ffc23c4, 0x00000000, // RAYGUI_ICON_BOX_BOTTOM
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x207c2004, 0x207c207c, 0x3ffc207c, 0x00000000, // RAYGUI_ICON_BOX_BOTTOM_LEFT
0x00000000, 0x20043ffc, 0x20042004, 0x207c207c, 0x207c207c, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_LEFT
0x00000000, 0x207c3ffc, 0x207c207c, 0x2004207c, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_TOP_LEFT
0x00000000, 0x20043ffc, 0x20042004, 0x23c423c4, 0x23c423c4, 0x20042004, 0x3ffc2004, 0x00000000, // RAYGUI_ICON_BOX_CENTER
0x7ffe0000, 0x40024002, 0x47e24182, 0x4ff247e2, 0x47e24ff2, 0x418247e2, 0x40024002, 0x00007ffe, // RAYGUI_ICON_BOX_CIRCLE_MASK
0x7fff0000, 0x40014001, 0x40014001, 0x49555ddd, 0x4945495d, 0x400149c5, 0x40014001, 0x00007fff, // RAYGUI_ICON_POT
0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x404e40ce, 0x48125432, 0x4006540e, 0x00007ffe, // RAYGUI_ICON_ALPHA_MULTIPLY
0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x5c4e40ce, 0x44124432, 0x40065c0e, 0x00007ffe, // RAYGUI_ICON_ALPHA_CLEAR
0x7ffe0000, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x00007ffe, // RAYGUI_ICON_DITHERING
0x07fe0000, 0x1ffa0002, 0x7fea000a, 0x402a402a, 0x5b2a512a, 0x5128552a, 0x40205128, 0x00007fe0, // RAYGUI_ICON_MIPMAPS
0x00000000, 0x1ff80000, 0x12481248, 0x12481ff8, 0x1ff81248, 0x12481248, 0x00001ff8, 0x00000000, // RAYGUI_ICON_BOX_GRID
0x12480000, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x00001248, // RAYGUI_ICON_GRID
0x00000000, 0x1c380000, 0x1c3817e8, 0x08100810, 0x08100810, 0x17e81c38, 0x00001c38, 0x00000000, // RAYGUI_ICON_BOX_CORNERS_SMALL
0x700e0000, 0x700e5ffa, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x5ffa700e, 0x0000700e, // RAYGUI_ICON_BOX_CORNERS_BIG
0x3f7e0000, 0x21422142, 0x21422142, 0x00003f7e, 0x21423f7e, 0x21422142, 0x3f7e2142, 0x00000000, // RAYGUI_ICON_FOUR_BOXES
0x00000000, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x00000000, // RAYGUI_ICON_GRID_FILL
0x7ffe0000, 0x7ffe7ffe, 0x77fe7000, 0x77fe77fe, 0x777e7700, 0x777e777e, 0x777e777e, 0x0000777e, // RAYGUI_ICON_BOX_MULTISIZE
0x781e0000, 0x40024002, 0x00004002, 0x01800000, 0x00000180, 0x40020000, 0x40024002, 0x0000781e, // RAYGUI_ICON_ZOOM_SMALL
0x781e0000, 0x40024002, 0x00004002, 0x03c003c0, 0x03c003c0, 0x40020000, 0x40024002, 0x0000781e, // RAYGUI_ICON_ZOOM_MEDIUM
0x781e0000, 0x40024002, 0x07e04002, 0x07e007e0, 0x07e007e0, 0x400207e0, 0x40024002, 0x0000781e, // RAYGUI_ICON_ZOOM_BIG
0x781e0000, 0x5ffa4002, 0x1ff85ffa, 0x1ff81ff8, 0x1ff81ff8, 0x5ffa1ff8, 0x40025ffa, 0x0000781e, // RAYGUI_ICON_ZOOM_ALL
0x00000000, 0x2004381c, 0x00002004, 0x00000000, 0x00000000, 0x20040000, 0x381c2004, 0x00000000, // RAYGUI_ICON_ZOOM_CENTER
0x00000000, 0x1db80000, 0x10081008, 0x10080000, 0x00001008, 0x10081008, 0x00001db8, 0x00000000, // RAYGUI_ICON_BOX_DOTS_SMALL
0x35560000, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x35562002, 0x00000000, // RAYGUI_ICON_BOX_DOTS_BIG
0x7ffe0000, 0x40024002, 0x48124ff2, 0x49924812, 0x48124992, 0x4ff24812, 0x40024002, 0x00007ffe, // RAYGUI_ICON_BOX_CONCENTRIC
0x00000000, 0x10841ffc, 0x10841084, 0x1ffc1084, 0x10841084, 0x10841084, 0x00001ffc, 0x00000000, // RAYGUI_ICON_BOX_GRID_BIG
0x00000000, 0x00000000, 0x10000000, 0x04000800, 0x01040200, 0x00500088, 0x00000020, 0x00000000, // RAYGUI_ICON_OK_TICK
0x00000000, 0x10080000, 0x04200810, 0x01800240, 0x02400180, 0x08100420, 0x00001008, 0x00000000, // RAYGUI_ICON_CROSS
0x00000000, 0x02000000, 0x00800100, 0x00200040, 0x00200010, 0x00800040, 0x02000100, 0x00000000, // RAYGUI_ICON_ARROW_LEFT
0x00000000, 0x00400000, 0x01000080, 0x04000200, 0x04000800, 0x01000200, 0x00400080, 0x00000000, // RAYGUI_ICON_ARROW_RIGHT
0x00000000, 0x00000000, 0x00000000, 0x08081004, 0x02200410, 0x00800140, 0x00000000, 0x00000000, // RAYGUI_ICON_ARROW_BOTTOM
0x00000000, 0x00000000, 0x01400080, 0x04100220, 0x10040808, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_ARROW_TOP
0x00000000, 0x02000000, 0x03800300, 0x03e003c0, 0x03e003f0, 0x038003c0, 0x02000300, 0x00000000, // RAYGUI_ICON_ARROW_LEFT_FILL
0x00000000, 0x00400000, 0x01c000c0, 0x07c003c0, 0x07c00fc0, 0x01c003c0, 0x004000c0, 0x00000000, // RAYGUI_ICON_ARROW_RIGHT_FILL
0x00000000, 0x00000000, 0x00000000, 0x0ff81ffc, 0x03e007f0, 0x008001c0, 0x00000000, 0x00000000, // RAYGUI_ICON_ARROW_BOTTOM_FILL
0x00000000, 0x00000000, 0x01c00080, 0x07f003e0, 0x1ffc0ff8, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_ARROW_TOP_FILL
0x00000000, 0x18a008c0, 0x32881290, 0x24822686, 0x26862482, 0x12903288, 0x08c018a0, 0x00000000, // RAYGUI_ICON_AUDIO
0x00000000, 0x04800780, 0x004000c0, 0x662000f0, 0x08103c30, 0x130a0e18, 0x0000318e, 0x00000000, // RAYGUI_ICON_FX
0x00000000, 0x00800000, 0x08880888, 0x2aaa0a8a, 0x0a8a2aaa, 0x08880888, 0x00000080, 0x00000000, // RAYGUI_ICON_WAVE
0x00000000, 0x00600000, 0x01080090, 0x02040108, 0x42044204, 0x24022402, 0x00001800, 0x00000000, // RAYGUI_ICON_WAVE_SINUS
0x00000000, 0x07f80000, 0x04080408, 0x04080408, 0x04080408, 0x7c0e0408, 0x00000000, 0x00000000, // RAYGUI_ICON_WAVE_SQUARE
0x00000000, 0x00000000, 0x00a00040, 0x22084110, 0x08021404, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_WAVE_TRIANGULAR
0x00000000, 0x00000000, 0x04200000, 0x01800240, 0x02400180, 0x00000420, 0x00000000, 0x00000000, // RAYGUI_ICON_CROSS_SMALL
0x00000000, 0x18380000, 0x12281428, 0x10a81128, 0x112810a8, 0x14281228, 0x00001838, 0x00000000, // RAYGUI_ICON_PLAYER_PREVIOUS
0x00000000, 0x18000000, 0x11801600, 0x10181060, 0x10601018, 0x16001180, 0x00001800, 0x00000000, // RAYGUI_ICON_PLAYER_PLAY_BACK
0x00000000, 0x00180000, 0x01880068, 0x18080608, 0x06081808, 0x00680188, 0x00000018, 0x00000000, // RAYGUI_ICON_PLAYER_PLAY
0x00000000, 0x1e780000, 0x12481248, 0x12481248, 0x12481248, 0x12481248, 0x00001e78, 0x00000000, // RAYGUI_ICON_PLAYER_PAUSE
0x00000000, 0x1ff80000, 0x10081008, 0x10081008, 0x10081008, 0x10081008, 0x00001ff8, 0x00000000, // RAYGUI_ICON_PLAYER_STOP
0x00000000, 0x1c180000, 0x14481428, 0x15081488, 0x14881508, 0x14281448, 0x00001c18, 0x00000000, // RAYGUI_ICON_PLAYER_NEXT
0x00000000, 0x03c00000, 0x08100420, 0x10081008, 0x10081008, 0x04200810, 0x000003c0, 0x00000000, // RAYGUI_ICON_PLAYER_RECORD
0x00000000, 0x0c3007e0, 0x13c81818, 0x14281668, 0x14281428, 0x1c381c38, 0x08102244, 0x00000000, // RAYGUI_ICON_MAGNET
0x07c00000, 0x08200820, 0x3ff80820, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // RAYGUI_ICON_LOCK_CLOSE
0x07c00000, 0x08000800, 0x3ff80800, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // RAYGUI_ICON_LOCK_OPEN
0x01c00000, 0x0c180770, 0x3086188c, 0x60832082, 0x60034781, 0x30062002, 0x0c18180c, 0x01c00770, // RAYGUI_ICON_CLOCK
0x0a200000, 0x1b201b20, 0x04200e20, 0x04200420, 0x04700420, 0x0e700e70, 0x0e700e70, 0x04200e70, // RAYGUI_ICON_TOOLS
0x01800000, 0x3bdc318c, 0x0ff01ff8, 0x7c3e1e78, 0x1e787c3e, 0x1ff80ff0, 0x318c3bdc, 0x00000180, // RAYGUI_ICON_GEAR
0x01800000, 0x3ffc318c, 0x1c381ff8, 0x781e1818, 0x1818781e, 0x1ff81c38, 0x318c3ffc, 0x00000180, // RAYGUI_ICON_GEAR_BIG
0x00000000, 0x08080ff8, 0x08081ffc, 0x0aa80aa8, 0x0aa80aa8, 0x0aa80aa8, 0x08080aa8, 0x00000ff8, // RAYGUI_ICON_BIN
0x00000000, 0x00000000, 0x20043ffc, 0x08043f84, 0x04040f84, 0x04040784, 0x000007fc, 0x00000000, // RAYGUI_ICON_HAND_POINTER
0x00000000, 0x24400400, 0x00001480, 0x6efe0e00, 0x00000e00, 0x24401480, 0x00000400, 0x00000000, // RAYGUI_ICON_LASER
0x00000000, 0x03c00000, 0x08300460, 0x11181118, 0x11181118, 0x04600830, 0x000003c0, 0x00000000, // RAYGUI_ICON_COIN
0x00000000, 0x10880080, 0x06c00810, 0x366c07e0, 0x07e00240, 0x00001768, 0x04200240, 0x00000000, // RAYGUI_ICON_EXPLOSION
0x00000000, 0x3d280000, 0x2528252c, 0x3d282528, 0x05280528, 0x05e80528, 0x00000000, 0x00000000, // RAYGUI_ICON_1UP
0x01800000, 0x03c003c0, 0x018003c0, 0x0ff007e0, 0x0bd00bd0, 0x0a500bd0, 0x02400240, 0x02400240, // RAYGUI_ICON_PLAYER
0x01800000, 0x03c003c0, 0x118013c0, 0x03c81ff8, 0x07c003c8, 0x04400440, 0x0c080478, 0x00000000, // RAYGUI_ICON_PLAYER_JUMP
0x3ff80000, 0x30183ff8, 0x30183018, 0x3ff83ff8, 0x03000300, 0x03c003c0, 0x03e00300, 0x000003e0, // RAYGUI_ICON_KEY
0x3ff80000, 0x3ff83ff8, 0x33983ff8, 0x3ff83398, 0x3ff83ff8, 0x00000540, 0x0fe00aa0, 0x00000fe0, // RAYGUI_ICON_DEMON
0x00000000, 0x0ff00000, 0x20041008, 0x25442004, 0x10082004, 0x06000bf0, 0x00000300, 0x00000000, // RAYGUI_ICON_TEXT_POPUP
0x00000000, 0x11440000, 0x07f00be8, 0x1c1c0e38, 0x1c1c0c18, 0x07f00e38, 0x11440be8, 0x00000000, // RAYGUI_ICON_GEAR_EX
0x00000000, 0x20080000, 0x0c601010, 0x07c00fe0, 0x07c007c0, 0x0c600fe0, 0x20081010, 0x00000000, // RAYGUI_ICON_CRACK
0x00000000, 0x20080000, 0x0c601010, 0x04400fe0, 0x04405554, 0x0c600fe0, 0x20081010, 0x00000000, // RAYGUI_ICON_CRACK_POINTS
0x00000000, 0x00800080, 0x01c001c0, 0x1ffc3ffe, 0x03e007f0, 0x07f003e0, 0x0c180770, 0x00000808, // RAYGUI_ICON_STAR
0x0ff00000, 0x08180810, 0x08100818, 0x0a100810, 0x08180810, 0x08100818, 0x08100810, 0x00001ff8, // RAYGUI_ICON_DOOR
0x0ff00000, 0x08100810, 0x08100810, 0x10100010, 0x4f902010, 0x10102010, 0x08100010, 0x00000ff0, // RAYGUI_ICON_EXIT
0x00040000, 0x001f000e, 0x0ef40004, 0x12f41284, 0x0ef41214, 0x10040004, 0x7ffc3004, 0x10003000, // RAYGUI_ICON_MODE_2D
0x78040000, 0x501f600e, 0x0ef44004, 0x12f41284, 0x0ef41284, 0x10140004, 0x7ffc300c, 0x10003000, // RAYGUI_ICON_MODE_3D
0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // RAYGUI_ICON_CUBE
0x7fe00000, 0x5ff87ff0, 0x47fe4ffc, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_TOP
0x7fe00000, 0x50386030, 0x47fe483c, 0x443e443e, 0x443e443e, 0x241e75fe, 0x0c06140e, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_LEFT
0x7fe00000, 0x50286030, 0x47fe4804, 0x47fe47fe, 0x47fe47fe, 0x27fe77fe, 0x0ffe17fe, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_FRONT
0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x3ff27fe2, 0x0ffe1ffa, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_BOTTOM
0x7fe00000, 0x70286030, 0x7ffe7804, 0x7c227c02, 0x7c227c22, 0x3c127de2, 0x0c061c0a, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_RIGHT
0x7fe00000, 0x7fe87ff0, 0x7ffe7fe4, 0x7fe27fe2, 0x7fe27fe2, 0x24127fe2, 0x0c06140a, 0x000007fe, // RAYGUI_ICON_CUBE_FACE_BACK
0x00000000, 0x2a0233fe, 0x22022602, 0x22022202, 0x2a022602, 0x00a033fe, 0x02080110, 0x00000000, // RAYGUI_ICON_CAMERA
0x00000000, 0x200c3ffc, 0x000c000c, 0x3ffc000c, 0x30003000, 0x30003000, 0x3ffc3004, 0x00000000, // RAYGUI_ICON_SPECIAL
0x00000000, 0x0022003e, 0x012201e2, 0x0100013e, 0x01000100, 0x79000100, 0x4f004900, 0x00007800, // RAYGUI_ICON_LINK_NET
0x00000000, 0x44007c00, 0x45004600, 0x00627cbe, 0x00620022, 0x45007cbe, 0x44004600, 0x00007c00, // RAYGUI_ICON_LINK_BOXES
0x00000000, 0x0044007c, 0x0010007c, 0x3f100010, 0x3f1021f0, 0x3f100010, 0x3f0021f0, 0x00000000, // RAYGUI_ICON_LINK_MULTI
0x00000000, 0x0044007c, 0x00440044, 0x0010007c, 0x00100010, 0x44107c10, 0x440047f0, 0x00007c00, // RAYGUI_ICON_LINK
0x00000000, 0x0044007c, 0x00440044, 0x0000007c, 0x00000010, 0x44007c10, 0x44004550, 0x00007c00, // RAYGUI_ICON_LINK_BROKE
0x02a00000, 0x22a43ffc, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // RAYGUI_ICON_TEXT_NOTES
0x3ffc0000, 0x20042004, 0x245e27c4, 0x27c42444, 0x2004201e, 0x201e2004, 0x20042004, 0x00003ffc, // RAYGUI_ICON_NOTEBOOK
0x00000000, 0x07e00000, 0x04200420, 0x24243ffc, 0x24242424, 0x24242424, 0x3ffc2424, 0x00000000, // RAYGUI_ICON_SUITCASE
0x00000000, 0x0fe00000, 0x08200820, 0x40047ffc, 0x7ffc5554, 0x40045554, 0x7ffc4004, 0x00000000, // RAYGUI_ICON_SUITCASE_ZIP
0x00000000, 0x20043ffc, 0x3ffc2004, 0x13c81008, 0x100813c8, 0x10081008, 0x1ff81008, 0x00000000, // RAYGUI_ICON_MAILBOX
0x00000000, 0x40027ffe, 0x5ffa5ffa, 0x5ffa5ffa, 0x40025ffa, 0x03c07ffe, 0x1ff81ff8, 0x00000000, // RAYGUI_ICON_MONITOR
0x0ff00000, 0x6bfe7ffe, 0x7ffe7ffe, 0x68167ffe, 0x08106816, 0x08100810, 0x0ff00810, 0x00000000, // RAYGUI_ICON_PRINTER
0x3ff80000, 0xfffe2008, 0x870a8002, 0x904a888a, 0x904a904a, 0x870a888a, 0xfffe8002, 0x00000000, // RAYGUI_ICON_PHOTO_CAMERA
0x0fc00000, 0xfcfe0cd8, 0x8002fffe, 0x84428382, 0x84428442, 0x80028382, 0xfffe8002, 0x00000000, // RAYGUI_ICON_PHOTO_CAMERA_FLASH
0x00000000, 0x02400180, 0x08100420, 0x20041008, 0x23c42004, 0x22442244, 0x3ffc2244, 0x00000000, // RAYGUI_ICON_HOUSE
0x00000000, 0x1c700000, 0x3ff83ef8, 0x3ff83ff8, 0x0fe01ff0, 0x038007c0, 0x00000100, 0x00000000, // RAYGUI_ICON_HEART
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x80000000, 0xe000c000, // RAYGUI_ICON_CORNER
0x00000000, 0x14001c00, 0x15c01400, 0x15401540, 0x155c1540, 0x15541554, 0x1ddc1554, 0x00000000, // RAYGUI_ICON_VERTICAL_BARS
0x00000000, 0x03000300, 0x1b001b00, 0x1b601b60, 0x1b6c1b60, 0x1b6c1b6c, 0x1b6c1b6c, 0x00000000, // RAYGUI_ICON_VERTICAL_BARS_FILL
0x00000000, 0x00000000, 0x403e7ffe, 0x7ffe403e, 0x7ffe0000, 0x43fe43fe, 0x00007ffe, 0x00000000, // RAYGUI_ICON_LIFE_BARS
0x7ffc0000, 0x43844004, 0x43844284, 0x43844004, 0x42844284, 0x42844284, 0x40044384, 0x00007ffc, // RAYGUI_ICON_INFO
0x40008000, 0x10002000, 0x04000800, 0x01000200, 0x00400080, 0x00100020, 0x00040008, 0x00010002, // RAYGUI_ICON_CROSSLINE
0x00000000, 0x1ff01ff0, 0x18301830, 0x1f001830, 0x03001f00, 0x00000300, 0x03000300, 0x00000000, // RAYGUI_ICON_HELP
0x3ff00000, 0x2abc3550, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x00003ffc, // RAYGUI_ICON_FILETYPE_ALPHA
0x3ff00000, 0x201c2010, 0x22442184, 0x28142424, 0x29942814, 0x2ff42994, 0x20042004, 0x00003ffc, // RAYGUI_ICON_FILETYPE_HOME
0x07fe0000, 0x04020402, 0x7fe20402, 0x44224422, 0x44224422, 0x402047fe, 0x40204020, 0x00007fe0, // RAYGUI_ICON_LAYERS_VISIBLE
0x07fe0000, 0x04020402, 0x7c020402, 0x44024402, 0x44024402, 0x402047fe, 0x40204020, 0x00007fe0, // RAYGUI_ICON_LAYERS
0x00000000, 0x40027ffe, 0x7ffe4002, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // RAYGUI_ICON_WINDOW
0x09100000, 0x09f00910, 0x09100910, 0x00000910, 0x24a2779e, 0x27a224a2, 0x709e20a2, 0x00000000, // RAYGUI_ICON_199
0x00000000, 0x01000100, 0x01000100, 0x3ff80100, 0x01000100, 0x01000100, 0x00000100, 0x00000000, // RAYGUI_ICON_200
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_201
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_202
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_203
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_204
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_205
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_206
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_207
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_208
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_209
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_210
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_211
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_212
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_213
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_214
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_215
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_216
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_217
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_218
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_219
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_220
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_221
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_222
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_223
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_224
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_225
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_226
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_227
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_228
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_229
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_230
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_231
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_232
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_233
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_234
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_235
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_236
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_237
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_238
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_239
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_240
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_241
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_242
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_243
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_244
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_245
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_246
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_247
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_248
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_249
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_250
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_251
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_252
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_253
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_254
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // RAYGUI_ICON_255
};
-183
View File
@@ -1,183 +0,0 @@
/**********************************************************************************************
*
* raylib.lights - Some useful functions to deal with lights data
*
* CONFIGURATION:
*
* #define RLIGHTS_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLIGHTS_H
#define RLIGHTS_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Light data
typedef struct {
int type;
Vector3 position;
Vector3 target;
Color color;
bool enabled;
// Shader locations
int enabledLoc;
int typeLoc;
int posLoc;
int targetLoc;
int colorLoc;
} Light;
// Light type
typedef enum {
LIGHT_DIRECTIONAL,
LIGHT_POINT
} LightType;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
#ifdef __cplusplus
}
#endif
#endif // RLIGHTS_H
/***********************************************************************************
*
* RLIGHTS IMPLEMENTATION
*
************************************************************************************/
#if defined(RLIGHTS_IMPLEMENTATION)
#include "raylib.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static int lightsCount = 0; // Current amount of created lights
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Create a light and get shader locations
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
{
Light light = { 0 };
if (lightsCount < MAX_LIGHTS)
{
light.enabled = true;
light.type = type;
light.position = position;
light.target = target;
light.color = color;
// TODO: Below code doesn't look good to me,
// it assumes a specific shader naming and structure
// Probably this implementation could be improved
char enabledName[32] = "lights[x].enabled\0";
char typeName[32] = "lights[x].type\0";
char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0";
// Set location name [x] depending on lights count
enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount;
targetName[7] = '0' + lightsCount;
colorName[7] = '0' + lightsCount;
light.enabledLoc = GetShaderLocation(shader, enabledName);
light.typeLoc = GetShaderLocation(shader, typeName);
light.posLoc = GetShaderLocation(shader, posName);
light.targetLoc = GetShaderLocation(shader, targetName);
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lightsCount++;
}
return light;
}
// Send light properties to shader
// NOTE: Light shader locations should be available
void UpdateLightValues(Shader shader, Light light)
{
// Send to shader light enabled state and type
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
// Send to shader light color values
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
}
#endif // RLIGHTS_IMPLEMENTATION
-106
View File
@@ -1,106 +0,0 @@
# Ignore generated files
# ...
# Ignore VIM's backup generated files
*.swp
*.swo
*~
# Ignore thumbnails created by windows
Thumbs.db
# Ignore files build by Visual Studio
# *.obj --> Can be confused with 3d model!
*.pdb
*.aps
*.user
# *.vcproj
# *.vcxproj*
# *.sln
*.vspscc
*_i.c
*.i
*.icf
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
.vs
[Bb]in
[Dd]ebug/
*.sbr
*.sdf
obj/
[R]elease/
_ReSharper*/
[Tt]est[Rr]esult*
ipch/
*.opensdf
*.db
*.opendb
packages/
!examples/models/resources/models/obj/
# Ignore compiled binaries
*.o
*.exe
*.a
*.bc
*.so
*.so.*
# Ignore wasm data in examples/
examples/**/*.wasm
examples/**/*.data
examples/**/*.js
examples/**/*.html
# Ignore files build by xcode
*.mode*v*
*.pbxuser
*.xcbkptlist
*.xcscheme
*.xcworkspacedata
*.xcuserstate
*.xccheckout
xcschememanagement.plist
.DS_Store
._.*
xcuserdata/
DerivedData/
# Jetbrains project
.idea/
cmake-build-*/
# CMake stuff
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
build
# Ignore GNU global tags
GPATH
GRTAGS
GTAGS
# Zig programming language
zig-cache/
zig-out/
build/
build-*/
docgen_tmp/
# Parser stuff
parser/raylib_parser
-131
View File
@@ -1,131 +0,0 @@
# raylib bindings and wrappers
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
### Language Bindings
| name | raylib version | language | license | repo |
|:------------------:|:---------------:|:---------:|:----------:|-----------------------------------------------------------|
| raylib | **4.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | https://github.com/raysan5/raylib |
| Raylib-cs | **4.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs |
| Raylib-CsLo | **4.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/)| MIT | https://github.com/Rabios/raylib-boo |
| bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 |
| dray | **4.0** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/xdrie/dray |
| raylib-d | **4.0** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d |
| raylib-go | **4.0** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go |
| raylib-guile | auto | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile |
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | Zlib | https://github.com/deltaphc/raylib-rs |
| raylib-lua | **4.0** | [Lua](http://www.lua.org/) | ISC | https://github.com/TSnake41/raylib-lua |
| raylua | **4.0** | [Lua](http://www.lua.org/) | MIT | https://github.com/Rabios/raylua |
| nelua-raylib | 4.0 | [nelua](https://nelua.io/) | MIT | https://github.com/AKDev21/nelua-raylib |
| NimraylibNow! | 4.0 | [Nim](https://nim-lang.org/) | MIT | https://github.com/greenfork/nimraylib_now |
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever |
| Ray4Laz | **4.0** | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language))| Zlib | https://github.com/GuvaCode/Ray4Laz |
| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib |
| raylib-python-cffi | **4.0** | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi |
| jaylib | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3 | https://github.com/electronstudio/jaylib/ |
| raylib-j | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | https://github.com/CreedVI/Raylib-J |
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | MIT | https://github.com/ArnautDaniel/raylib-factor |
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
| hxRaylib | 4.0 | [Haxe](https://haxe.org/) | Zlib | https://github.com/ForeignSasquatch/hxRaylib |
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
| raylib.v | **4.0** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
| raylib-ocaml | **4.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib |
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib |
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
| dlang_raylib | 3.7 | [D](https://dlang.org) | ? |https://github.com/rc-05/dlang_raylib |
| raylib-freebasic | **4.0** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic |
| raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
### Utility Wrapers
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 pardigm.
| name | raylib version | language | license | repo |
|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------|
| raylib-cpp | **4.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp |
### Older or Unmaintained Language Bindings
These are older raylib bindings that are more than 2 versions old or have not been maintained.
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape |
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
| raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
Missing some language or wrapper? Feel free to create a new one! :)
Usually, raylib bindings follow the convention: `raylib-{language}`
Let me know if you're writing a new binding for raylib, I will list it here!
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cmake_minimum_required(VERSION 3.0)
project(raylib)
# Directory for easier includes
# Anywhere you see include(...) you can check <root>/cmake for that file
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
# RAYLIB_IS_MAIN determines whether the project is being used from root
# or if it is added as a dependency (through add_subdirectory for example).
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
set(RAYLIB_IS_MAIN TRUE)
else()
set(RAYLIB_IS_MAIN FALSE)
endif()
# Sets compiler flags and language standard
include(CompilerFlags)
# Registers build options that are exposed to cmake
include(CMakeOptions.txt)
# Enforces a few environment and compiler configurations
include(BuildOptions)
# Main sources directory (the second parameter sets the output directory name to raylib)
add_subdirectory(src raylib)
if (${BUILD_EXAMPLES})
MESSAGE(STATUS "Building examples is enabled")
add_subdirectory(examples)
endif()
enable_testing()
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### Config options ###
include(CMakeDependentOption)
include(EnumOption)
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM" "Platform to build for.")
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Version?")
# Configuration options
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
option(CUSTOMIZE_BUILD "Show options for customizing your Raylib library build." OFF)
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
option(WITH_PIC "Compile static library as position-independent code" OFF)
option(BUILD_SHARED_LIBS "Build raylib as a shared library" OFF)
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_BUILD ON)
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")
if(UNIX AND NOT APPLE)
option(USE_WAYLAND "Use Wayland for window creation" OFF)
endif()
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
# raylib modules included
cmake_dependent_option(SUPPORT_MODULE_RSHAPES "Include module: rshapes" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RTEXTURES "Include module: rtextures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RTEXT "Include module: rtext" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RMODELS "Include module: rmodels" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RAUDIO "Include module: raudio" ON CUSTOMIZE_BUILD ON)
# rcore.c
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution can improve the accuracy of time-out intervals in wait functions" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON)
# rshapes.c
cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON)
# rtextures.c
cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_QOI "Support loading QOI as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)
# rtext.c
cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON)
# rmodels.c
cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_VOX "Support loading VOX file format" ON CUSTOMIZE_BUILD ON)
# raudio.c
cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF} CUSTOMIZE_BUILD OFF)
# utils.c
cmake_dependent_option(SUPPORT_STANDARD_FILEIO "Support standard file io library (stdio.h)" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON CUSTOMIZE_BUILD ON)
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## Contributing to raylib
Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- `C programming` - Can you write/review/test/improve the code?
- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
- `Testing` - Can you find some bugs in raylib?
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
Use your best judgement, and feel free to propose changes to this document in a pull request.
### raylib philosophy
- raylib is a tool to **ENJOY** videogames programming, every function in raylib is designed as a mini-tutorial on itself.
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex, better not including it.
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
- raylib's license (and its external libs respective licenses) allow using raylib on commercial projects.
### Some interesting reads to start with
- [raylib history](HISTORY.md)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
- [raylib license](LICENSE)
- [raylib roadmap](ROADMAP.md)
[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
Feel free to review it if required, just take care not to break something.
### raylib C coding conventions
Despite being written in C, raylib does not follow the standard Hungarian notation for C,
it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
more common on C# language. All code formatting decisions have been carefully taken
to make it easier for students/users to read, write and understand code.
Source code is extensively commented for that purpose, raylib primary learning method is:
> `Learn by reading code and examples`
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
### Opening new Issues
To open new issue for raylib (bug, enhancement, discussion...), just try to follow these rules:
- Make sure the issue has not already been reported before by searching on GitHub under Issues.
- If you're unable to find an open issue addressing the problem, open a new one. Be sure to include a
title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
- On issue description, add a brackets tag about the raylib module that relates to this issue.
If don't know which module, just report the issue, I will review it.
- You can check other issues to see how is being done!
### Sending a Pull-Request
- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
- Don't send big pull requests (lots of changelists), they are difficult to review. It's better to send small pull requests, one at a time.
- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
if you cannot test all the platforms.
### Contact information
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
You can write me a direct mail but you can also contact me on the following networks:
- [raylib Discord](https://discord.gg/raylib) - A direct communication channel for project discussions.
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
Thank you very much for your time! :)
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### WARNING: This file is unmaintained! This list of contributors is uncomplete!
### Check CHANGELOG for some of the contributors details or just the official contributors list of the repo
---
Here is a list of raylib contributors, these people have invested part of their time
contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
- [Zopokx](https://github.com/Zopokx) for testing the web.
- [Elendow](http://www.elendow.com) for testing and helping on web development.
- Victor Dual for implementing and testing 3D shapes functions.
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
- [flashback-fx](flashback-fx) for improving easings library and example
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
Please, if I forget someone in this list, excuse me and send me a PR!
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## C Coding Style Conventions
Here it is a list with some of the code conventions used by raylib:
Code element | Convention | Example
--- | :---: | ---
Defines | ALL_CAPS | `#define PLATFORM_DESKTOP`
Macros | ALL_CAPS | `#define MIN(a,b) (((a)<(b))?(a):(b))`
Variables | lowerCase | `int screenWidth = 0;`, `float targetFrameTime = 0.016f;`
Local variables | lowerCase | `Vector2 playerPosition = { 0 };`
Global variables | lowerCase | `bool windowReady = false;`
Constants | lowerCase | `const int maxValue = 8;`
Pointers | MyType *pointer | `Texture2D *array = NULL;`
float values | always x.xf | `float gravity = 10.0f`
Operators | value1*value2 | `int product = value*6;`
Operators | value1/value2 | `int division = value/4;`
Operators | value1 + value2 | `int sum = value + 10;`
Operators | value1 - value2 | `int res = value - 5;`
Enum | TitleCase | `enum TextureFormat`
Enum members | ALL_CAPS | `PIXELFORMAT_UNCOMPRESSED_R8G8B8`
Struct | TitleCase | `struct Texture2D`, `struct Material`
Struct members |lowerCase | `texture.width`, `color.r`
Functions | TitleCase | `InitWindow()`, `LoadImageFromMemory()`
Functions params | lowerCase | `width`, `height`
Ternary Operator | (condition)? result1 : result2 | `printf("Value is 0: %s", (value == 0)? "yes" : "no");`
Some other conventions to follow:
- **ALWAYS** initialize all defined variables.
- **Do not use TABS**, use 4 spaces instead.
- Avoid trailing spaces, please, avoid them
- Control flow statements always are followed **by a space**:
```c
if (condition) value = 0;
while (!WindowShouldClose())
{
}
for (int i = 0; i < NUM_VALUES; i++) printf("%i", i);
// Be careful with the switch formatting!
switch (value)
{
case 0:
{
} break;
case 2: break;
default: break;
}
```
- All conditions checks are **always between parenthesis** but not boolean values:
```c
if ((value > 1) && (value < 50) && valueActive))
{
}
```
- When dealing with braces or curly brackets, open-close them in aligned mode:
```c
void SomeFunction()
{
// TODO: Do something here!
}
```
**If proposing new functions, please try to use a clear naming for function-name and functions-parameters, in case of doubt, open an issue for discussion.**
## Files and Directories Naming Conventions
- Directories will be named using `snake_case`: `resources/models`, `resources/fonts`
- Files will be named using `snake_case`: `main_title.png`, `cubicmap.png`, `sound.wav`
_NOTE: Avoid any space or special character in the files/dir naming!_
## Games/Examples Directories Organization Conventions
- Data files should be organized by context and usage in the game, think about the loading requirements for data and put all the resources that need to be loaded at the same time together.
- Use descriptive names for the files, it would be perfect if just reading the name of the file, it was possible to know what is that file and where fits in the game.
- Here it is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font).
```
resources/audio/fx/long_jump.wav
resources/audio/music/main_theme.ogg
resources/screens/logo/logo.png
resources/screens/title/title.png
resources/screens/gameplay/background.png
resources/characters/player.png
resources/characters/enemy_slime.png
resources/common/font_arial.ttf
resources/common/gui.png
```
-364
View File
@@ -1,364 +0,0 @@
![raylib logo](logo/raylib_256x256.png)
introduction
------------
I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profile, most of students had never written a single line of code.
I decided to start with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found [WinBGI](http://www.codecutter.net/tools/winbgim/); it was great and it worked very well with students, in just a couple of weeks, those students that had never written a single line of code were able to program (and understand) a simple PONG game, some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration.
So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming.
My previous videogames development experience was mostly in C# and [XNA](https://en.wikipedia.org/wiki/Microsoft_XNA) and I really loved it, so, I decided to use C# language style notation and XNA naming conventions. That way, students were able to move from raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, **raylib 1.0 was published on November 2013**.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
- A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
- A new display initialization system has been created to support multiple resolutions, adding black bars if required; user only defines desired screen size and it gets properly displayed.
- Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, improves tremendously textures module and also provides some new modules (camera system, gestures system, immediate-mode gui).
- Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder.
- Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module simplifies gestures detection on Android and HTML5 programs.
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
- First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
- SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
- New [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
- [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
- Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
notes on raylib 1.5
-------------------
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
- VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c).
- New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
- New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
- Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
- Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
- Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/master/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/master/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
notes on raylib 1.6
-------------------
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
- Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
- Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
- [Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
- Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
- Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
- Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
notes on raylib 1.7
-------------------
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
- More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
- Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
- Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
- New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
- Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording...
And here it is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it.
notes on raylib 1.8
-------------------
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
- [Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
- [Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
- PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference.
- Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
New installer provided, web updated, examples re-builded, documentation reviewed... **new raylib 1.8 published**. Enjoy coding games.
notes on raylib 2.0
-------------------
It's been 9 month since last raylib version was published, a lots of things have changed since then... This new raylib version represents an inflexion point in the development of the library and so, we jump to a new major version... Here it is the result of almost **5 years and thousands of hours of hard work**... here it is... **raylib 2.0**
In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are:
- **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
- **Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
- **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
- **More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
- **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
- Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG).
Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning!
notes on raylib 2.5
-------------------
After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements.
- New **window management and file system functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
- **Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
**Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.
- `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
- **VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
- Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
- Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
- Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
- **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones.
It has been a long year of hard work to make raylib a solid technology to develop new products over it.
notes on raylib 3.0
-------------------
After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has reveived a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other progamming [language bindings](BINDINGS.md).
- All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired.
- All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074.
- All **I/O file accesses** from raylib are being moved to **memory data access**, now all I/O file access is centralized into just four functions: `LoadFileData()`, `SaveFileData()`, `LoadFileText()`, `SaveFileText()`. Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with **Virtual File Systems** or custom I/O file implementations.
- All **raylib data structures** have been reviewed and optimized for pass-by-value usage. One of raylib distinctive design decisions is that most of its functions receive and return data by value. This design makes raylib really simple for newcomers, avoiding pointers and allowing complete access to all structures data in a simple way. The downside is that data is copied on stack every function call and that copy could be costly so, all raylib data structures have been optimized to **stay under 64 bytes** for fast copy and retrieve.
- All **raylib tracelog messages** have been reviewd and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages.
- `raudio` module has been internally reviewed to accomodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio).
- `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accomodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding.
- **Multiple new examples added** (most of them contributed by raylib users) and all examples reviewed for correct execution on most of the supported platforms, specially Web and Raspberry Pi. A detailed categorized table has been created on github for easy examples navigation and code access.
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/raylib), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
It has been **10 months of improvements** to create the best raylib ever.
Welcome to **raylib 3.0**.
notes on raylib 3.5 - 7th Anniversary Edition
---------------------------------------------
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
First, some general numbers of this new update:
- **+650** commits since previous RELEASE
- **+30** functions ADDED (for a TOTAL of **475**!)
- **+90** functions REVIEWED/REDESIGNED
- **+30** contributors (for a TOTAL of **170**!)
- **+8** new examples (for a TOTAL of **+120**!)
Here the list with some highlights for `raylib 3.5`.
- NEW **Platform** supported: **Raspberry Pi 4 native mode** (no X11 windows) through [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager) subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for [PS4](https://github.com/orbisdev/orbisdev-orbisGl2) and [PSVita](https://github.com/psp2dev/raylib4Vita).
- NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**.
- NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out!
- NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently.
- NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API.
- Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality!
- File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...).
- NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more.
- NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed.
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
Happy holidays! :)
notes on raylib 3.7
-------------------
April 2021, it's been about 4 months since last raylib release and here it is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April the 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version:
Let's start with some numbers:
- **+100** closed issues (for a TOTAL of **+900**!)
- **+400** commits since previous RELEASE
- **+50** functions ADDED (**+30** of them to rlgl API)
- **+30** functions REVIEWED/REDESIGNED
- **+40** new contributors (for a TOTAL of **+210**!)
Highlights for `raylib 3.7`:
- **REDESIGNED: `rlgl` module for greater abstraction level**. This suppose an **important change in raylib architecture**, now `rlgl` functionality is self-contained in the module and used by higher-level layers (specially by `core` module), those upper layers are the ones that expose functionality to the main API when required, for example the `Shaders`, `Mesh` and `Materials` functionality. Multiple `rlgl` functions have been renamed for consistency, in this case, following the `rl*()` prefix convention. Functions have also been reorganized internally by categories and `GenTexture*()` functions have been removed from the library and moved to [`models_material_pbr`](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) example.
- **REDESIGNED: VR simulator and stereo rendering mechanism**. A **brand new API** has been added, more comprehensive and better integrated with raylib, the **new stereo rendering** can be combined with `RenderTexture` and `Shader` API allowing the user to **manage fbo and distortion shader directly**. Also, the new rendering mechanism supports **instancing on stereo rendering**! Check the updated [`core_vr_simulator`](https://github.com/raysan5/raylib/blob/master/examples/core/core_vr_simulator.c) example for reference!
- **ADDED: New file access callbacks system**. Several new callback functions have been added to the API to allow custom file loaders. A [nice example](https://github.com/RobLoach/raylib-physfs) it's the **raylib integration with a virtual file system** [PhysFS](https://icculus.org/physfs/).
- **ADDED: glTF animations support**. glTF is the preferred models file format to be used with raylib and along the addition of a models animation API on latest raylib versions, now animations support for glTF format has come to raylib, thanks for this great contribution to [Hristo Stamenov](@object71)
- **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD.
- **RENAMED: enums values for consistency**. Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. It increases clarity and readability when using those values and also **improves overall library consistency**.
Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment!
Happy **gamedev/tools/graphics** programming! :)
notes on raylib 4.0 - 8th Anniversary Edition
---------------------------------------------
It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflexion point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long term version (LTS), stable and complete enough for any new graphic/game/tool application development.
Let's start with some numbers:
- **+130** closed issues (for a TOTAL of **+1030**!)
- **+550** commits since previous RELEASE
- **+20** functions ADDED to raylib API
- **+60** functions ADDED to rlgl API
- **+40** functions RENAMED/REVIEWED/REDESIGNED
- **+60** new contributors (for a TOTAL of **+275**!)
Highlights for `raylib 4.0`:
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
- **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental.
- **Custom game-loop control**: As requested by some advance users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advance users that want to control the events polling and also the timming mechanisms of their games.
- [**`rlgl 4.0`**](https://github.com/raysan5/raylib/blob/master/src/rlgl.h): This module has been completely **decoupled from platform layer** and raylib, now `rlgl` single-file header-only library only depends on the multiple OpenGL backends supported, even the dependency on `raymath` has been removed. Additionally, **support for OpenGL 4.3** has been added, supporting compute shaders and Shader Storage Buffer Objects (SSBO). Now `rlgl` can be used as a complete standalone portable library to wrap several OpenGL version and providing **a simple and easy-to-use pseudo-OpenGL immediate-mode API**.
- [**`raymath 1.5`**](https://github.com/raysan5/raylib/blob/master/src/raymath.h): This module has been reviewed and some new conventions have been adopted to make it **more portable and self-contained**:
- Functions are self-contained, no function use other raymath function inside, required code is directly re-implemented
- Functions input parameters are always received by value
- Functions use always a "result" variable for return
- Angles are always in radians (`DEG2RAD`/`RAD2DEG` macros provided for convenience)
- [**`raygui 3.0`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** (included in `raylib/src/extras`) has been updated to a new version, embedding the icons collection and adding mulstiple improvements. It has been simplified and constrained for a better focus on its task: provide a simple and easy-to-use immediate-mode-gui library for small tools development.
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Added **new tool to parse `raylib.h`** and tokenize its enums, structs and functions, extracting all required info (name, params, descriptions...) into custom output formats (TXT, XML, JSON...) for further processing. This tool is specially useful to **automatize bindings generation**. Hopefully, this tool will make life easier to binding creators to update their bindings for raylib 4.0 or adding new ones!
- **Zig and Odin official support for raylib**: Those two new amazing programming languages are officially supporting raylib, `Zig` lists raylib as an [official example for C interoperatibility](https://ziglang.org/learn/samples/#c-interoperability) and Odin [officially supports raylib as a vendor library](https://github.com/odin-lang/Odin/tree/master/vendor/raylib). Both languages also have several bingings to raylib. Additionally, Zig build system supported has been added to compile raylib library and examples.
Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes!
Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :)
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Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.
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<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_logo_animation.gif" width="288px">
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
---
<br>
[![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors)
[![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/4.0.0)](https://github.com/raysan5/raylib/commits/master)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/raylib)
[![GitHub stars](https://img.shields.io/github/stars/raysan5/raylib?style=social)](https://github.com/raysan5/raylib/stargazers)
[![Twitter Follow](https://img.shields.io/twitter/follow/raysan5?style=social)](https://twitter.com/raysan5)
[![Subreddit subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?style=social)](https://www.reddit.com/r/raylib/)
[![Windows](https://github.com/raysan5/raylib/workflows/Windows/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
[![Linux](https://github.com/raysan5/raylib/workflows/Linux/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
[![macOS](https://github.com/raysan5/raylib/workflows/macOS/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
[![Android](https://github.com/raysan5/raylib/workflows/Android/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
[![WebAssembly](https://github.com/raysan5/raylib/workflows/WebAssembly/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
[![CMakeBuilds](https://github.com/raysan5/raylib/workflows/CMakeBuilds/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
[![Windows Examples](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
[![Linux Examples](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
features
--------
- **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3 or ES 2.0**)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
- Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts)
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and **PBR maps**
- **Animated 3D models** supported (skeletal bones animation) (IQM)
- Shaders support, including model and **postprocessing** shaders.
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
- **VR stereo rendering** support with configurable HMD device parameters
- Huge examples collection with [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
- Bindings to [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- **Free and open source**.
basic example
--------------
This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
```c
#include "raylib.h"
int main(void)
{
InitWindow(800, 450, "raylib [core] example - basic window");
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
```
build and installation
----------------------
raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
#### Installing and building raylib on multiple platforms
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
- [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
- [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
- [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
- [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
- [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
*Note that Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
#### Setup raylib with multiple IDEs
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms.
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
*Note that there are lots of IDEs supported, some of the provided templates could require some review, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
learning and docs
------------------
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library and a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here the more relevant links:
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
- [raylib library design](https://github.com/raysan5/raylib/wiki)
- [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
- [raylib games collection](https://github.com/raysan5/raylib-games)
contact and networks
---------------------
raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
- Webpage: [https://www.raylib.com](https://www.raylib.com)
- Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
- Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
- Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
- Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
- Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
- YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
license
-------
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.
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# raylib roadmap
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements of ideas:
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
- [raylib wishlist](https://github.com/raysan5/raylib/discussions/1502) is open to everyone to ask for improvements, feel free to check and comment.
_Current version of raylib is complete and functional but, as always, there is lot of room for improvement._
**raylib 4.x**
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
- [ ] Redesign gestures system, improve touch inputs management
- [ ] Better documentation and improved examples
- [ ] Focus on HTML5 and embedded platforms
- [ ] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)...
**raylib 4.0**
- [x] Improved consistency and coherency in raylib API
- [x] Continuous Deployment using GitHub Actions
- [x] rlgl improvements for standalone usage (avoid raylib coupling)
- Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295)) - _DISCARDED_
- Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370)) - _DISCARDED_
- Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753)) - _DISCARDED_ - Use [nbnet](https://github.com/nathhB/nbnet).
**raylib 3.0**
- [x] Custom memory allocators support
- [x] Global variables moved to global context
- [x] Optimize data structures for pass-by-value
- [x] Trace log messages redesign ([#1065](https://github.com/raysan5/raylib/issues/1065))
- [x] Continuous Integration using GitHub Actions
**raylib 2.5**
- [x] Support Animated models
- [x] Support glTF models file format
- [x] Unicode support on text drawing
**raylib 2.0**
- [x] Removed external dependencies (GLFW3 and OpenAL)
- [x] Support TCC compiler (32bit and 64bit)
**raylib 1.8**
- [x] Improved Materials system with PBR support
- [x] Procedural image generation functions (spot, gradient, noise...)
- [x] Procedural mesh generation functions (cube, sphere...)
- [x] Custom Android APK build pipeline (default Makefile)
**raylib 1.7**
- [x] Support configuration flags
- [x] Improved build system for Android
- [x] Gamepad support on HTML5
**raylib 1.6**
- [x] Lua scripting support (raylib Lua wrapper)
- [x] Redesigned audio module
- [x] Support FLAC file format
**raylib 1.5**
- [x] Support Oculus Rift CV1 and VR stereo rendering (simulator)
- [x] Redesign Shaders/Textures system -> New Materials system
- [x] Support lighting: Omni, Directional and Spot lights
- [x] Redesign physics module (physac)
- [x] Chiptunes audio modules support
**raylib 1.4**
- [x] TTF fonts support (using stb_truetype)
- [x] Raycast system for 3D picking (including collisions detection)
- [x] Floyd-Steinberg dithering on 16bit image format conversion
- [x] Basic image manipulation functions (crop, resize, draw...)
- [x] Storage load/save data functionality
- [x] Add Physics module (physac)
- [x] Remove GLEW dependency -> Replaced by GLAD
- [x] Redesign Raspberry PI inputs system
- [x] Redesign gestures module to be multiplatform
- [x] Module raymath as header-only and functions inline
- [x] Add Easings module (easings.h)
-69
View File
@@ -1,69 +0,0 @@
## raylib GitHub Sponsors
### Current raylib GitHub Sponsors (raylib 4.0 release)
The following people are currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
- Eric J. ([@ProfJski](https://github.com/ProfJski))
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
- minirop ([@minirop](https://github.com/minirop))
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
- Marc Agüera ([@maguera93](https://github.com/maguera93))
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
- pmgl ([@pmgl](https://github.com/pmgl))
- cob ([@majorcob](https://github.com/majorcob))
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
- linus ([@hochbaum](https://github.com/hochbaum))
- Níckolas Daniel da Silva ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/))
- kenzie ([@sme-ek](https://github.com/sme-ek))
- Allan Regush ([@AllanRegush](https://github.com/AllanRegush))
- Jeffery Myers ([@JeffM2501](https://github.com/JeffM2501))
- Ryan Roden-Corrent ([@rcorre](https://github.com/rcorre))
- michaelfiber ([@michaelfiber](https://github.com/michaelfiber))
- Nikhilesh S ([@nikki93](https://github.com/nikki93))
- kevinabraun ([@kevinabraun](https://github.com/kevinabraun))
- Matthew Owens ([@MatthewOwens](https://github.com/MatthewOwens))
- Tim Eilers ([@eilerstim](https://github.com/eilerstim))
- Laurentino Luna ([@catmanl](https://github.com/catmanl))
### Past raylib GitHub Sponsors
The following people has **sponsored raylib** in the past, allowing the project to reach current amazing state.
- Jonathan Johnson ([@ecton](https://github.com/ecton))
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
- frithrah ([@frithrah](https://github.com/frithrah))
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
- albatros-hmd ([@albatros-hmd](https://github.com/albatros-hmd))
- Benjamin Stigsen ([@BenStigsen](https://github.com/BenStigsen))
- Louis Johnson ([@louisgjohnson](https://github.com/louisgjohnson))
- Dani Martin ([@danimartin82](https://github.com/danimartin82))
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
- Alexandre Chêne ([@kooparse](https://github.com/kooparse))
- daddio69 ([@daddio69](https://github.com/daddio69))
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
- devdad ([@devdad](https://github.com/devdad))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Shylie ([@Shylie](https://github.com/Shylie))
- Livio Dal Maso ([@Humeur](https://github.com/Humeur))
- Diego Vaccher ([@denny0754](https://github.com/denny0754))
- Ricardo Alcantara ([@ricardoalcantara](https://github.com/ricardoalcantara))
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
### Notes for Current/Past raylib Sponsor
- If you are not on the list, feel free to send a PR to be added (if desired).
- If you want your personal webpage or project listed, feel free to send a PR to be added.
- If you prefer not to be in this list, feel free to send a PR to be remove.
@@ -1,12 +0,0 @@
include(CheckCCompilerFlag)
function(add_if_flag_compiles flag)
CHECK_C_COMPILER_FLAG("${flag}" COMPILER_HAS_THOSE_TOGGLES)
set(outcome "Failed")
if(COMPILER_HAS_THOSE_TOGGLES)
foreach(var ${ARGN})
set(${var} "${flag} ${${var}}" PARENT_SCOPE)
endforeach()
set(outcome "compiles")
endif()
message(STATUS "Testing if ${flag} can be used -- ${outcome}")
endfunction()
@@ -1,18 +0,0 @@
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
if(MACOS_FATLIB)
if (CMAKE_OSX_ARCHITECTURES)
message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON")
else()
set(CMAKE_OSX_ARCHITECTURES "x86_64;i386")
endif()
endif()
endif()
# This helps support the case where emsdk toolchain file is used
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
if(EMSCRIPTEN)
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
endif()
# vim: ft=cmake
@@ -1,115 +0,0 @@
# Adding compile definitions
target_compile_definitions("raylib" PUBLIC "${PLATFORM_CPP}")
target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
function(define_if target variable)
if (${${variable}})
message(STATUS "${variable}=${${variable}}")
target_compile_definitions(${target} PUBLIC "${variable}")
endif ()
endfunction()
if (${CUSTOMIZE_BUILD})
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
define_if("raylib" USE_AUDIO)
define_if("raylib" SUPPORT_MODULE_RSHAPES)
define_if("raylib" SUPPORT_MODULE_RTEXTURES)
define_if("raylib" SUPPORT_MODULE_RTEXT)
define_if("raylib" SUPPORT_MODULE_RMODELS)
define_if("raylib" SUPPORT_MODULE_RAUDIO)
define_if("raylib" SUPPORT_CAMERA_SYSTEM)
define_if("raylib" SUPPORT_GESTURES_SYSTEM)
define_if("raylib" SUPPORT_MOUSE_GESTURES)
define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI)
define_if("raylib" SUPPORT_DEFAULT_FONT)
define_if("raylib" SUPPORT_SCREEN_CAPTURE)
define_if("raylib" SUPPORT_GIF_RECORDING)
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
define_if("raylib" SUPPORT_EVENTS_WAITING)
define_if("raylib" SUPPORT_WINMM_HIGHRES_TIMER)
define_if("raylib" SUPPORT_DATA_STORAGE)
define_if("raylib" SUPPORT_COMPRESSION_API)
define_if("raylib" SUPPORT_QUADS_DRAW_MODE)
define_if("raylib" SUPPORT_IMAGE_EXPORT)
define_if("raylib" SUPPORT_IMAGE_GENERATION)
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
define_if("raylib" SUPPORT_FILEFORMAT_PNG)
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
define_if("raylib" SUPPORT_FILEFORMAT_KTX)
define_if("raylib" SUPPORT_FILEFORMAT_ASTC)
define_if("raylib" SUPPORT_FILEFORMAT_BMP)
define_if("raylib" SUPPORT_FILEFORMAT_TGA)
define_if("raylib" SUPPORT_FILEFORMAT_JPG)
define_if("raylib" SUPPORT_FILEFORMAT_GIF)
define_if("raylib" SUPPORT_FILEFORMAT_QOI)
define_if("raylib" SUPPORT_FILEFORMAT_PSD)
define_if("raylib" SUPPORT_FILEFORMAT_PKM)
define_if("raylib" SUPPORT_FILEFORMAT_PVR)
define_if("raylib" SUPPORT_FILEFORMAT_FNT)
define_if("raylib" SUPPORT_FILEFORMAT_TTF)
define_if("raylib" SUPPORT_TEXT_MANIPULATION)
define_if("raylib" SUPPORT_MESH_GENERATION)
define_if("raylib" SUPPORT_FILEFORMAT_OBJ)
define_if("raylib" SUPPORT_FILEFORMAT_MTL)
define_if("raylib" SUPPORT_FILEFORMAT_IQM)
define_if("raylib" SUPPORT_FILEFORMAT_GLTF)
define_if("raylib" SUPPORT_FILEFORMAT_VOX)
define_if("raylib" SUPPORT_FILEFORMAT_WAV)
define_if("raylib" SUPPORT_FILEFORMAT_OGG)
define_if("raylib" SUPPORT_FILEFORMAT_XM)
define_if("raylib" SUPPORT_FILEFORMAT_MOD)
define_if("raylib" SUPPORT_FILEFORMAT_MP3)
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
define_if("raylib" SUPPORT_STANDARD_FILEIO)
define_if("raylib" SUPPORT_TRACELOG)
if (UNIX AND NOT APPLE)
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096")
else ()
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=512")
endif ()
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPADS=4")
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_AXIS=8")
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32")
target_compile_definitions("raylib" PUBLIC "MAX_TOUCH_POINTS=10")
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"")
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64")
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=8192")
elseif (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES2")
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=2048")
endif ()
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_DRAWCALLS=256")
target_compile_definitions("raylib" PUBLIC "MAX_MATRIX_STACK_SIZE=32")
target_compile_definitions("raylib" PUBLIC "MAX_SHADER_LOCATIONS=32")
target_compile_definitions("raylib" PUBLIC "MAX_MATERIAL_MAPS=12")
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
target_compile_definitions("raylib" PUBLIC "MAX_TEXTSPLIT_COUNT=128")
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_FORMAT=ma_format_f32")
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_CHANNELS=2")
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_SAMPLE_RATE=44100")
target_compile_definitions("raylib" PUBLIC "DEFAULT_AUDIO_BUFFER_SIZE=4096")
target_compile_definitions("raylib" PUBLIC "MAX_TRACELOG_MSG_LENGTH=128")
target_compile_definitions("raylib" PUBLIC "MAX_UWP_MESSAGES=512")
endif ()
@@ -1,79 +0,0 @@
include(AddIfFlagCompiles)
# Makes +/- operations on void pointers be considered an error
# https://gcc.gnu.org/onlinedocs/gcc/Pointer-Arith.html
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
# Generates error whenever a function is used before being declared
# https://gcc.gnu.org/onlinedocs/gcc-4.0.1/gcc/Warning-Options.html
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
# Allows some casting of pointers without generating a warning
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
if (ENABLE_MSAN AND ENABLE_ASAN)
# MSAN and ASAN both work on memory - ASAN does more things
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
endif()
if (ENABLE_ASAN)
# If enabled it would generate errors/warnings for all kinds of memory errors
# (like returning a stack variable by reference)
# https://clang.llvm.org/docs/AddressSanitizer.html
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_UBSAN)
# If enabled this will generate errors for undefined behavior points
# (like adding +1 to the maximum int value)
# https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if (ENABLE_MSAN)
# If enabled this will generate warnings for places where uninitialized memory is used
# https://clang.llvm.org/docs/MemorySanitizer.html
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
endif()
if(CMAKE_VERSION VERSION_LESS "3.1")
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
add_if_flag_compiles(-std=gnu99 CMAKE_C_FLAGS)
endif()
else()
set (CMAKE_C_STANDARD 99)
endif()
if(${PLATFORM} MATCHES "Android")
# If enabled will remove dead code during the linking process
# https://gcc.gnu.org/onlinedocs/gnat_ugn/Compilation-options.html
add_if_flag_compiles(-ffunction-sections CMAKE_C_FLAGS)
# If enabled will generate some exception data (usually disabled for C programs)
# https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Code-Gen-Options.html
add_if_flag_compiles(-funwind-tables CMAKE_C_FLAGS)
# If enabled adds stack protection guards around functions that allocate memory
# https://www.keil.com/support/man/docs/armclang_ref/armclang_ref_cjh1548250046139.htm
add_if_flag_compiles(-fstack-protector-strong CMAKE_C_FLAGS)
# Marks that the library will not be compiled with an executable stack
add_if_flag_compiles(-Wa,--noexecstack CMAKE_C_FLAGS)
# Do not expand symbolic links or resolve paths like "/./" or "/../", etc.
# https://gcc.gnu.org/onlinedocs/gcc/Directory-Options.html
add_if_flag_compiles(-no-canonical-prefixes CMAKE_C_FLAGS)
endif()
@@ -1,9 +0,0 @@
macro(enum_option var values description)
set(${var}_VALUES ${values})
list(GET ${var}_VALUES 0 default)
set(${var} "${default}" CACHE STRING "${description}")
set_property(CACHE ${var} PROPERTY STRINGS ${${var}_VALUES})
if (NOT ";${${var}_VALUES};" MATCHES ";${${var}};")
message(FATAL_ERROR "Unknown value ${${var}}. Only -D${var}=${${var}_VALUES} allowed.")
endif()
endmacro()
-34
View File
@@ -1,34 +0,0 @@
if(USE_EXTERNAL_GLFW STREQUAL "ON")
find_package(glfw3 3.3.3 REQUIRED)
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
find_package(glfw3 3.3.3 QUIET)
endif()
if (glfw3_FOUND)
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
endif()
# Explicitly check against "ON", because USE_EXTERNAL_GLFW is a tristate option
# Also adding only on desktop (web also uses glfw but it is more limited and is added using an emcc linker flag)
if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MATCHES "Desktop")
MESSAGE(STATUS "Using raylib's GLFW")
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE)
set(WAS_SHARED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE)
add_subdirectory(external/glfw)
set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE)
unset(WAS_SHARED)
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
include_directories(BEFORE SYSTEM external/glfw/include)
else()
MESSAGE(STATUS "Using external GLFW")
set(GLFW_PKG_DEPS glfw3)
endif()
@@ -1,29 +0,0 @@
install(
TARGETS raylib EXPORT raylib-targets
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}"
PUBLIC_HEADER DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}"
)
# PKG_CONFIG_LIBS_PRIVATE is used in raylib.pc.in
if (NOT BUILD_SHARED_LIBS)
include(LibraryPathToLinkerFlags)
library_path_to_linker_flags(__PKG_CONFIG_LIBS_PRIVATE "${LIBS_PRIVATE}")
set(PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${GLFW_PKG_LIBS})
string(REPLACE ";" " " PKG_CONFIG_LIBS_PRIVATE "${PKG_CONFIG_LIBS_PRIVATE}")
elseif (BUILD_SHARED_LIBS)
set(PKG_CONFIG_LIBS_EXTRA "")
endif ()
join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}")
join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
configure_file(../raylib.pc.in raylib.pc @ONLY)
configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
# populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS}
include(PopulateConfigVariablesLocally)
populate_config_variables_locally(raylib)
-26
View File
@@ -1,26 +0,0 @@
# This module provides function for joining paths
# known from most languages
#
# Original license:
# SPDX-License-Identifier: (MIT OR CC0-1.0)
# Explicit permission given to distribute this module under
# the terms of the project as described in /LICENSE.rst.
# Copyright 2020 Jan Tojnar
# https://github.com/jtojnar/cmake-snips
#
# Modelled after Pythons os.path.join
# https://docs.python.org/3.7/library/os.path.html#os.path.join
# Windows not supported
function(join_paths joined_path first_path_segment)
set(temp_path "${first_path_segment}")
foreach(current_segment IN LISTS ARGN)
if(NOT ("${current_segment}" STREQUAL ""))
if(IS_ABSOLUTE "${current_segment}")
set(temp_path "${current_segment}")
else()
set(temp_path "${temp_path}/${current_segment}")
endif()
endif()
endforeach()
set(${joined_path} "${temp_path}" PARENT_SCOPE)
endfunction()
@@ -1,112 +0,0 @@
if (${PLATFORM} MATCHES "Desktop")
set(PLATFORM_CPP "PLATFORM_DESKTOP")
if (APPLE)
# Need to force OpenGL 3.3 on OS X
# See: https://github.com/raysan5/raylib/issues/341
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE ${OPENGL_LIBRARY})
link_libraries("${LIBS_PRIVATE}")
if (NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
add_definitions(-DGL_SILENCE_DEPRECATION)
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
endif ()
elseif (WIN32)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
find_package(OpenGL QUIET)
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
else ()
find_library(pthread NAMES pthread)
find_package(OpenGL QUIET)
if ("${OPENGL_LIBRARIES}" STREQUAL "")
set(OPENGL_LIBRARIES "GL")
endif ()
if ("${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD")
find_library(OSS_LIBRARY ossaudio)
endif ()
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
if (USE_AUDIO)
set(LIBS_PRIVATE ${LIBS_PRIVATE} dl)
endif ()
endif ()
elseif (${PLATFORM} MATCHES "Web")
set(PLATFORM_CPP "PLATFORM_WEB")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 --profiling")
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
elseif (${PLATFORM} MATCHES "Android")
set(PLATFORM_CPP "PLATFORM_ANDROID")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(raylib_sources "${raylib_sources} ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c")
add_definitions(-DANDROID -D__ANDROID_API__=21)
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)
elseif (${PLATFORM} MATCHES "Raspberry Pi")
set(PLATFORM_CPP "PLATFORM_RPI")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
add_definitions(-D_DEFAULT_SOURCE)
find_library(GLESV2 brcmGLESv2 HINTS /opt/vc/lib)
find_library(EGL brcmEGL HINTS /opt/vc/lib)
find_library(BCMHOST bcm_host HINTS /opt/vc/lib)
include_directories(/opt/vc/include /opt/vc/include/interface/vmcs_host/linux /opt/vc/include/interface/vcos/pthreads)
link_directories(/opt/vc/lib)
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${BCMHOST} pthread rt m dl)
elseif (${PLATFORM} MATCHES "DRM")
set(PLATFORM_CPP "PLATFORM_DRM")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
add_definitions(-D_DEFAULT_SOURCE)
add_definitions(-DEGL_NO_X11)
add_definitions(-DPLATFORM_DRM)
find_library(GLESV2 GLESv2)
find_library(EGL EGL)
find_library(DRM drm)
find_library(GBM gbm)
if (NOT CMAKE_CROSSCOMPILING)
include_directories(/usr/include/libdrm)
endif ()
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
endif ()
if (${OPENGL_VERSION})
set(${SUGGESTED_GRAPHICS} "${GRAPHICS}")
if (${OPENGL_VERSION} MATCHES "3.3")
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
elseif (${OPENGL_VERSION} MATCHES "2.1")
set(GRAPHICS "GRAPHICS_API_OPENGL_21")
elseif (${OPENGL_VERSION} MATCHES "1.1")
set(GRAPHICS "GRAPHICS_API_OPENGL_11")
elseif (${OPENGL_VERSION} MATCHES "ES 2.0")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
endif ()
if ("${SUGGESTED_GRAPHICS}" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail")
endif ()
endif ()
if (NOT GRAPHICS)
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
endif ()
set(LIBS_PRIVATE ${LIBS_PRIVATE} ${OPENAL_LIBRARY})
if (${PLATFORM} MATCHES "Desktop")
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
endif ()
@@ -1,24 +0,0 @@
function(library_path_to_linker_flags LD_FLAGS LIB_PATHS)
foreach(L ${LIB_PATHS})
get_filename_component(DIR ${L} PATH)
get_filename_component(LIBFILE ${L} NAME_WE)
STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE})
if (${L} MATCHES "[.]framework$")
set(FILE_OPT "-framework ${FILE}")
set(DIR_OPT "-F${DIR}")
else()
set(FILE_OPT "-l${FILE}")
set(DIR_OPT "-L${DIR}")
endif()
if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}")
set (DIR_OPT "")
endif()
set(LASTDIR ${DIR})
set(${LD_FLAGS} ${${LD_FLAGS}} ${DIR_OPT} ${FILE_OPT} PARENT_SCOPE)
string (REPLACE ";" " " ${LD_FLAGS} "${${LD_FLAGS}}")
endforeach()
endfunction()
@@ -1,13 +0,0 @@
# Packaging
SET(CPACK_PACKAGE_NAME "raylib")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple and easy-to-use library to enjoy videogames programming")
SET(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
SET(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
SET(CPACK_PACKAGE_VERSION_MINOR "${PROJECT_VERSION_MINOR}")
SET(CPACK_PACKAGE_VERSION_PATCH "${PROJECT_VERSION_PATCH}")
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/../README.md")
SET(CPACK_RESOURCE_FILE_WELCOME "${PROJECT_SOURCE_DIR}/../README.md")
SET(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/../LICENSE")
SET(CPACK_PACKAGE_FILE_NAME "raylib-${PROJECT_VERSION}$ENV{RAYLIB_PACKAGE_SUFFIX}")
SET(CPACK_GENERATOR "ZIP;TGZ") # Remove this, if you want the NSIS installer on Windows
include(CPack)
@@ -1,11 +0,0 @@
macro(populate_config_variables_locally target)
get_property(raylib_INCLUDE_DIRS TARGET ${target} PROPERTY INTERFACE_INCLUDE_DIRECTORIES)
#get_property(raylib_LIBRARIES TARGET ${target} PROPERTY LOCATION) # only works for SHARED
get_property(raylib_LDFLAGS TARGET ${target} PROPERTY INTERFACE_LINK_LIBRARIES)
get_property(raylib_DEFINITIONS TARGET ${target} PROPERTY DEFINITIONS)
set(raylib_INCLUDE_DIRS "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
#set(raylib_LIBRARIES "${raylib_INCLUDE_DIRS}" PARENT_SCOPE)
set(raylib_LDFLAGS "${raylib_LDFLAGS}" PARENT_SCOPE)
set(raylib_DEFINITIONS "${raylib_DEFINITIONS}" PARENT_SCOPE)
endmacro()
@@ -1,21 +0,0 @@
set(PACKAGE_VERSION "@PROJECT_VERSION@")
if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_COMPATIBLE TRUE)
else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "")
return()
endif()
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@")
math(EXPR installedBits "8 * 8")
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()
@@ -1,76 +0,0 @@
# - Try to find raylib
# Options:
# raylib_USE_STATIC_LIBS - OFF by default
# raylib_VERBOSE - OFF by default
# Once done, this defines a raylib target that can be passed to
# target_link_libraries as well as following variables:
#
# raylib_FOUND - System has raylib installed
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
# raylib_LIBRARIES - The libraries needed to use raylib
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
set(XPREFIX PC_RAYLIB)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS}
)
set(RAYLIB_NAMES raylib)
if (raylib_USE_STATIC_LIBS)
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
endif()
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
raylib_LIBRARY
raylib_INCLUDE_DIR
)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
if (raylib_USE_STATIC_LIBS)
add_library(raylib STATIC IMPORTED GLOBAL)
else()
add_library(raylib SHARED IMPORTED GLOBAL)
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib
PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
)
if (raylib_VERBOSE)
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
endif()
-139
View File
@@ -1,139 +0,0 @@
# Setup the project and settings
project(examples)
# Directories that contain examples
set(example_dirs
audio
core
models
others
shaders
shapes
text
textures
)
# Next few lines will check for existence of symbols or header files
# They are needed for the physac example and threads examples
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
include(CheckSymbolExists)
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
set(CMAKE_REQUIRED_DEFINITIONS)
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
set(example_dirs ${example_dirs} physac)
endif ()
include(CheckIncludeFile)
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
find_package(Threads)
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
if (THREADS_HAVE_PTHREAD_ARG)
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
endif ()
if (CMAKE_THREAD_LIBS_INIT)
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
endif ()
endif ()
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
add_definitions(-DGL_SILENCE_DEPRECATION)
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
endif ()
# Collect all source files and resource files
# into a CMake variable
set(example_sources)
set(example_resources)
foreach (example_dir ${example_dirs})
# Get the .c files
file(GLOB sources ${example_dir}/*.c)
list(APPEND example_sources ${sources})
# Any any resources
file(GLOB resources ${example_dir}/resources/*)
list(APPEND example_resources ${resources})
endforeach ()
if(NOT CMAKE_USE_PTHREADS_INIT OR NOT HAVE_STDATOMIC_H)
# Items requiring pthreads
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
endif ()
if (${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_magicavoxel_loading.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
elseif (${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY")
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
# Remove the -rdynamic flag because otherwise emscripten
# does not generate HTML+JS+WASM files, only a non-working
# and fat HTML
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
endif ()
include_directories(BEFORE SYSTEM others/external/include)
if (NOT TARGET raylib)
find_package(raylib 2.0 REQUIRED)
endif ()
# Do each example
foreach (example_source ${example_sources})
# Create the basename for the example
get_filename_component(example_name ${example_source} NAME)
string(REPLACE ".c" "" example_name ${example_name})
# Setup the example
add_executable(${example_name} ${example_source})
target_link_libraries(${example_name} raylib)
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
string(APPEND resources_dir "resources")
if (${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
# The local resources path needs to be mapped to /resources virtual path
string(APPEND resources_dir "@resources")
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
endif ()
endforeach ()
# Copy all of the resource files to the destination
file(COPY ${example_resources} DESTINATION "resources/")
@@ -1,405 +0,0 @@
#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017-2022 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
# Starting in 2019 using ARM64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME ?= C:/android-sdk
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
# Define copy command depending on OS
ifeq ($(OS),Windows_NT)
COPY_COMMAND ?= copy /Y
else
COPY_COMMAND ?= cp -f
endif
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all',
all: create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
zipalign_project_apk_package \
sign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
ifeq ($(OS),Windows_NT)
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
else
mkdir -p $(PROJECT_BUILD_PATH)
mkdir -p $(PROJECT_BUILD_PATH)/obj
mkdir -p $(PROJECT_BUILD_PATH)/obj/src
mkdir -p $(PROJECT_BUILD_PATH)/src
mkdir -p $(PROJECT_BUILD_PATH)/src/com
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/lib
mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/bin
mkdir -p $(PROJECT_BUILD_PATH)/res
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
mkdir -p $(PROJECT_BUILD_PATH)/res/values
mkdir -p $(PROJECT_BUILD_PATH)/assets
mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
endif
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
copy_project_resources:
$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
ifeq ($(OS),Windows_NT)
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
else
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
endif
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
ifeq ($(OS),Windows_NT)
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
else
@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
ifeq ($(OS),Windows_NT)
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
else
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
endif
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
ifeq ($(OS),Windows_NT)
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
else
@[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
endif
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code: $(OBJS)
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class:
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex:
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package:
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package:
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# Monitorize output log coming from device, only raylib tag
logcat:
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean:
ifeq ($(OS),Windows_NT)
del $(PROJECT_BUILD_PATH)\* /f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
else
rm -r $(PROJECT_BUILD_PATH)
endif
@echo Cleaning done
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## Building the Examples
The examples assume you have already built the `raylib` library in `../src`.
### With GNU make
- `make` builds all examples
- `make [module]` builds all examples for a particular module (e.g `make core`)
### With Zig
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
- `zig build` to compile all examples
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES LIST
### category: core
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="200"> | ray | |
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="200"> | ray | |
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="200"> | ray | |
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="200"> | ray | |
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="200"> | ray | |
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="200"> | [Berni](https://github.com/Berni8k) | |
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="200"> | ray | |
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="200"> | ray | |
| 09 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="200"> | [avyy](https://github.com/avyy) | ⭐️ |
| 10 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="200"> | ray | |
| 11 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="200"> | ray | |
| 12 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="200"> | ray | |
| 13 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="200"> | ray | |
| 14 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="200"> | ray | |
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
| 17 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="200"> | ray | |
| 18 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="200"> | ray | |
| 19 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | |
| 20 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
| 21 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | ⭐️ |
| 22 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | |
| 23 | [core/core_quat_conversion](core/core_quat_conversion.c) | <img src="core/core_quat_conversion.png" alt="core_quat_conversion" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 24 | [core/core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="200"> | ray | |
### category: shapes
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 25 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
| 26 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | |
| 27 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
| 28 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
| 29 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="200"> | ray | |
| 30 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 31 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
| 32 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | |
| 33 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | |
| 34 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="200"> | ray | |
| 35 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="200"> | ray | |
| 36 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="200"> | ray | |
| 37 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 38 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 39 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
### category: textures
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
| ## | example | image | developer | new |
|----|---------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|:------------------------------------------------:|:---:|
| 40 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
| 41 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
| 42 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
| 43 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
| 44 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
| 45 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
| 46 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
| 47 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | |
| 48 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | |
| 49 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
| 50 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
| 51 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="200"> | [Jorge A. Gomes](https://github.com/overdev) | |
| 52 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | |
| 53 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | |
| 54 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | |
| 55 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | |
| 56 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | |
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | |
| 58 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| -- | [textures_poly](textures/textures_poly.c) | <img src="textures/textures_poly.png" alt="textures_poly" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: text
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 59 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
| 60 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
| 61 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
| 62 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
| 63 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | |
| 64 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
| 65 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
| 66 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
| 67 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 68 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| -- | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
### category: models
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 69 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | |
| 70 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
| 71 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
| 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | |
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
| 75 | [...]() | | ray | |
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
| 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
| 79 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="200"> | [Max Danielsson](https://github.com/autious) | |
| 80 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | |
| 81 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
| 82 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | ⭐️ |
| 83 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
| 84 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | |
| -- | [models_gltf_model](models/models_gltf_model.c) | <img src="models/models_gltf_model.png" alt="models_gltf_model" width="200"> | [object71](https://github.com/object71) | ⭐️ |
### category: shaders
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 85 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 86 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
| 87 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
| 88 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
| 89 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
| 90 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="200"> | [Marco Lizza](https://github.com/MarcoLizza) | |
| 91 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | |
| 92 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | |
| 93 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="200"> | [Anata](https://github.com/anatagawa) | |
| 94 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="200"> | [eggmund](https://github.com/eggmund) | |
| 95 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | |
| 96 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 97 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 98 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="200"> | [Chris Camacho](https://github.com/codifies) | |
| 99 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="200"> | ray | |
| 100 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="200"> | [seanpringle](https://github.com/seanpringle), [moliad](https://github.com/moliad) | ⭐️ |
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | |
### category: audio
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 102 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
| 103 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
| 104 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: physics
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
| 120 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
| 121 | [easings_testbed](others/easings_testbed.c) | | [Juan Miguel López](https://github.com/flashback-fx) | |
| 122 | [embedded_files_loading](others/embedded_files_loading.c) | | [Kristian Holmgren](https://github.com/defutura) | |
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
@@ -1,146 +0,0 @@
/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music music = LoadMusicStream("resources/mini1111.xm");
music.looping = false;
float pitch = 1.0f;
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
SetMusicPitch(music, pitch);
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
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