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Ray 11 yıl önce
ebeveyn
işleme
62b5ea1131

+ 0 - 3
.gitignore

@@ -12,14 +12,12 @@ src/vector3.o
 src/stb_image.o
 src/*.exe
 examples/*.o
-examples/*.exe
 
 # Ignore thumbnails created by windows
 Thumbs.db
 
 # Ignore files build by Visual Studio
 *.obj
-*.exe
 *.pdb
 *.aps
 *.vcproj.*.user
@@ -44,7 +42,6 @@ Thumbs.db
 *.sbr
 *.sdf
 obj/
-[Rr]elease/
 [Rr]elease.win32/
 _ReSharper*/
 [Tt]est[Rr]esult*

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examples/ex01_basic_window.exe


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examples/ex02a_logo_raylib.exe


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examples/ex02c_color_palette.exe


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examples/ex03a_input_keys.exe


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examples/ex03b_input_mouse.exe


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examples/ex04a_textures.exe


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release/linux/helpme!


+ 0 - 0
release/mac/helpme!


+ 376 - 0
release/win32-mingw/include/raylib.h

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

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