init version
This commit is contained in:
66
Makefile
Normal file
66
Makefile
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@ -0,0 +1,66 @@
|
||||
# Makefile for C project with raylib
|
||||
|
||||
# Compiler
|
||||
CC = gcc
|
||||
|
||||
# Compiler flags
|
||||
CFLAGS = -Wall -Wextra -std=c99 -DEGL_NO_X11 -I/usr/include/libdrm -I /usr/local/include -L /usr/local/lib
|
||||
|
||||
# Libraries
|
||||
LDFLAGS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||
|
||||
# Source files
|
||||
SRCS = splash_image.c
|
||||
|
||||
# Object files
|
||||
OBJS = $(SRCS:.c=.o)
|
||||
|
||||
# Executable name
|
||||
TARGET = myproject
|
||||
|
||||
# Default target
|
||||
all: build
|
||||
|
||||
# Build target
|
||||
build: $(OBJS)
|
||||
$(CC) $(CFLAGS) $(OBJS) -o $(TARGET) $(LDFLAGS)
|
||||
|
||||
# Clean target
|
||||
clean:
|
||||
rm -f $(OBJS) $(TARGET)
|
||||
|
||||
# Install target
|
||||
install:
|
||||
# Add installation commands here
|
||||
|
||||
# Run target
|
||||
run:
|
||||
./$(TARGET)
|
||||
|
||||
# Test target
|
||||
test:
|
||||
# Add test commands here
|
||||
|
||||
# Package target
|
||||
package:
|
||||
# Add packaging commands here
|
||||
|
||||
# Deploy target
|
||||
deploy:
|
||||
# Add deployment commands here
|
||||
|
||||
# Lint target
|
||||
lint:
|
||||
# Add linting commands here
|
||||
|
||||
# Checkstyle target
|
||||
checkstyle:
|
||||
# Add checkstyle commands here
|
||||
|
||||
# Backup target
|
||||
backup:
|
||||
# Add backup commands here
|
||||
|
||||
# Init target
|
||||
init:
|
||||
# Add initialization commands here
|
641
Makefile.template
Normal file
641
Makefile.template
Normal file
@ -0,0 +1,641 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for multiple platforms
|
||||
#
|
||||
# This file supports building raylib examples for the following platforms:
|
||||
#
|
||||
# > PLATFORM_DESKTOP (GLFW backend):
|
||||
# - Windows (Win32, Win64)
|
||||
# - Linux (X11/Wayland desktop mode)
|
||||
# - macOS/OSX (x64, arm64)
|
||||
# - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
|
||||
# > PLATFORM_DESKTOP_SDL (SDL backend):
|
||||
# - Windows (Win32, Win64)
|
||||
# - Linux (X11/Wayland desktop mode)
|
||||
# - Others (not tested)
|
||||
# > PLATFORM_WEB:
|
||||
# - HTML5 (WebAssembly)
|
||||
# > PLATFORM_DRM:
|
||||
# - Raspberry Pi 0-5 (DRM/KMS)
|
||||
# - Linux DRM subsystem (KMS mode)
|
||||
# > PLATFORM_ANDROID:
|
||||
# - Android (ARM, ARM64)
|
||||
#
|
||||
# Copyright (c) 2013-2023 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.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# Define required environment variables
|
||||
#------------------------------------------------------------------------------------------------
|
||||
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# Define required raylib variables
|
||||
PROJECT_NAME ?= raylib_examples
|
||||
RAYLIB_VERSION ?= 5.0.0
|
||||
RAYLIB_PATH ?= ..
|
||||
|
||||
# Define raylib source code path
|
||||
RAYLIB_SRC_PATH ?= ../src
|
||||
|
||||
# Locations of raylib.h and libraylib.a/libraylib.so
|
||||
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
|
||||
RAYLIB_INCLUDE_PATH ?= /usr/local/include
|
||||
RAYLIB_LIB_PATH ?= /usr/local/lib
|
||||
|
||||
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Build mode for project: DEBUG or RELEASE
|
||||
BUILD_MODE ?= RELEASE
|
||||
|
||||
# Use external GLFW library instead of rglfw module
|
||||
USE_EXTERNAL_GLFW ?= FALSE
|
||||
|
||||
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
|
||||
# WARNING: Library is not included in raylib, it MUST be configured by users
|
||||
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2-2.28.4/include
|
||||
SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2-2.28.4/lib/x64
|
||||
|
||||
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
|
||||
# NOTE: This variable is only used for PLATFORM_OS: LINUX
|
||||
USE_WAYLAND_DISPLAY ?= FALSE
|
||||
|
||||
# PLATFORM_WEB: Default properties
|
||||
BUILD_WEB_ASYNCIFY ?= TRUE
|
||||
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
|
||||
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||
BUILD_WEB_RESOURCES ?= TRUE
|
||||
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||
|
||||
# Determine PLATFORM_OS when required
|
||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB))
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||
# ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS = WINDOWS
|
||||
else
|
||||
UNAMEOS = $(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS = LINUX
|
||||
endif
|
||||
ifeq ($(UNAMEOS),FreeBSD)
|
||||
PLATFORM_OS = BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),OpenBSD)
|
||||
PLATFORM_OS = BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),NetBSD)
|
||||
PLATFORM_OS = BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),DragonFly)
|
||||
PLATFORM_OS = BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS = OSX
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
UNAMEOS = $(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS = LINUX
|
||||
endif
|
||||
endif
|
||||
|
||||
# RAYLIB_PATH adjustment for LINUX platform
|
||||
# TODO: Do we really need this?
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_PREFIX ?= ..
|
||||
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
||||
endif
|
||||
endif
|
||||
|
||||
# Default path for raylib on Raspberry Pi
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define default C compiler: CC
|
||||
#------------------------------------------------------------------------------------------------
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
# WARNING: To compile to HTML5, code must be redesigned
|
||||
# to use emscripten.h and emscripten_set_main_loop()
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: MAKE
|
||||
#------------------------------------------------------------------------------------------------
|
||||
MAKE ?= make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
MAKE = emmake make
|
||||
endif
|
||||
|
||||
# Define compiler flags: CFLAGS
|
||||
#------------------------------------------------------------------------------------------------
|
||||
# -O1 defines optimization level
|
||||
# -g include debug information on compilation
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
|
||||
|
||||
ifeq ($(BUILD_MODE),DEBUG)
|
||||
CFLAGS += -g -D_DEBUG
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS += -s ASSERTIONS=1 --profiling
|
||||
endif
|
||||
else
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||
CFLAGS += -O3
|
||||
else
|
||||
CFLAGS += -Os
|
||||
endif
|
||||
else
|
||||
CFLAGS += -O2
|
||||
endif
|
||||
endif
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
# -Wextra enables some extra warning flags that are not enabled by -Wall
|
||||
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
|
||||
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
|
||||
# -Werror=implicit-function-declaration catch function calls without prior declaration
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
CFLAGS += -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
# Explicitly enable runtime link to libraylib.so
|
||||
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
||||
endif
|
||||
|
||||
# Define include paths for required headers: INCLUDE_PATHS
|
||||
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||
#------------------------------------------------------------------------------------------------
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||
endif
|
||||
|
||||
# Include GLFW required for examples/others/rlgl_standalone.c
|
||||
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
|
||||
all others: INCLUDE_PATHS += -I$(RAYLIB_PATH)/src/external/glfw/include
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs: LDFLAGS
|
||||
#------------------------------------------------------------------------------------------------
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# NOTE: The resource .rc file contains windows executable icon and properties
|
||||
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
ifeq ($(BUILD_MODE), RELEASE)
|
||||
LDFLAGS += -Wl,--subsystem,windows
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LDFLAGS += -L$(RAYLIB_LIB_PATH)
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# NOTE: The resource .rc file contains windows executable icon and properties
|
||||
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
ifeq ($(BUILD_MODE), RELEASE)
|
||||
LDFLAGS += -Wl,--subsystem,windows
|
||||
endif
|
||||
endif
|
||||
LDFLAGS += -L$(SDL_LIBRARY_PATH)
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1
|
||||
|
||||
# Build using asyncify
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||
LDFLAGS += -s ASYNCIFY
|
||||
endif
|
||||
|
||||
# Add resources building if required
|
||||
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
||||
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
||||
endif
|
||||
|
||||
# Add debug mode flags if required
|
||||
ifeq ($(BUILD_MODE),DEBUG)
|
||||
LDFLAGS += -s ASSERTIONS=1 --profiling
|
||||
endif
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
|
||||
EXT = .html
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||
|
||||
endif
|
||||
|
||||
# Define libraries required on linking: LDLIBS
|
||||
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
|
||||
#------------------------------------------------------------------------------------------------
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compilation
|
||||
# NOTE: WinMM library required to set high-res timer resolution
|
||||
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
LDLIBS += -lc
|
||||
endif
|
||||
|
||||
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||
LDLIBS += -latomic
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||
# NOTE: Required packages: mesa-libs
|
||||
LDLIBS = -lraylib -lGL -lpthread -lm
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
|
||||
# NOTE: It could require additional packages installed: libglfw3-dev
|
||||
LDLIBS += -lglfw
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compilation
|
||||
LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lSDL2 -lSDL2main -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
LDLIBS += -lc
|
||||
endif
|
||||
|
||||
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||
LDLIBS += -latomic
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
endif
|
||||
|
||||
# Define source code object files required
|
||||
#------------------------------------------------------------------------------------------------
|
||||
CORE = \
|
||||
core/core_2d_camera \
|
||||
core/core_2d_camera_mouse_zoom \
|
||||
core/core_2d_camera_platformer \
|
||||
core/core_2d_camera_split_screen \
|
||||
core/core_3d_camera_first_person \
|
||||
core/core_3d_camera_free \
|
||||
core/core_3d_camera_mode \
|
||||
core/core_3d_camera_split_screen \
|
||||
core/core_3d_picking \
|
||||
core/core_automation_events \
|
||||
core/core_basic_screen_manager \
|
||||
core/core_basic_window \
|
||||
core/core_custom_frame_control \
|
||||
core/core_custom_logging \
|
||||
core/core_drop_files \
|
||||
core/core_input_gamepad \
|
||||
core/core_input_gamepad_info \
|
||||
core/core_input_gestures \
|
||||
core/core_input_gestures_web \
|
||||
core/core_input_keys \
|
||||
core/core_input_mouse \
|
||||
core/core_input_mouse_wheel \
|
||||
core/core_input_multitouch \
|
||||
core/core_loading_thread \
|
||||
core/core_random_values \
|
||||
core/core_scissor_test \
|
||||
core/core_smooth_pixelperfect \
|
||||
core/core_storage_values \
|
||||
core/core_vr_simulator \
|
||||
core/core_window_flags \
|
||||
core/core_window_letterbox \
|
||||
core/core_window_should_close \
|
||||
core/core_world_screen
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_basic_shapes \
|
||||
shapes/shapes_bouncing_ball \
|
||||
shapes/shapes_collision_area \
|
||||
shapes/shapes_colors_palette \
|
||||
shapes/shapes_draw_circle_sector \
|
||||
shapes/shapes_draw_rectangle_rounded \
|
||||
shapes/shapes_draw_ring \
|
||||
shapes/shapes_easings_ball_anim \
|
||||
shapes/shapes_easings_box_anim \
|
||||
shapes/shapes_easings_rectangle_array \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_rectangle_scaling \
|
||||
shapes/shapes_splines_drawing \
|
||||
shapes/shapes_top_down_lights
|
||||
|
||||
TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_draw_tiled \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_drawing \
|
||||
textures/textures_image_generation \
|
||||
textures/textures_image_loading \
|
||||
textures/textures_image_processing \
|
||||
textures/textures_image_rotate \
|
||||
textures/textures_image_text \
|
||||
textures/textures_logo_raylib \
|
||||
textures/textures_mouse_painting \
|
||||
textures/textures_npatch_drawing \
|
||||
textures/textures_particles_blending \
|
||||
textures/textures_polygon \
|
||||
textures/textures_raw_data \
|
||||
textures/textures_sprite_anim \
|
||||
textures/textures_sprite_button \
|
||||
textures/textures_sprite_explosion \
|
||||
textures/textures_srcrec_dstrec \
|
||||
textures/textures_svg_loading \
|
||||
textures/textures_textured_curve \
|
||||
textures/textures_to_image
|
||||
|
||||
TEXT = \
|
||||
text/text_codepoints_loading \
|
||||
text/text_draw_3d \
|
||||
text/text_font_filters \
|
||||
text/text_font_loading \
|
||||
text/text_font_sdf \
|
||||
text/text_font_spritefont \
|
||||
text/text_format_text \
|
||||
text/text_input_box \
|
||||
text/text_raylib_fonts \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_unicode \
|
||||
text/text_writing_anim
|
||||
|
||||
MODELS = \
|
||||
models/models_animation \
|
||||
models/models_billboard \
|
||||
models/models_box_collisions \
|
||||
models/models_cubicmap \
|
||||
models/models_draw_cube_texture \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_heightmap \
|
||||
models/models_loading \
|
||||
models/models_loading_gltf \
|
||||
models/models_loading_m3d \
|
||||
models/models_loading_vox \
|
||||
models/models_mesh_generation \
|
||||
models/models_mesh_picking \
|
||||
models/models_orthographic_projection \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
models/models_waving_cubes \
|
||||
models/models_yaw_pitch_roll
|
||||
|
||||
SHADERS = \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_deferred_render \
|
||||
shaders/shaders_eratosthenes \
|
||||
shaders/shaders_fog \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_hybrid_render \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_lightmap \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
shaders/shaders_palette_switch \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_raymarching \
|
||||
shaders/shaders_shapes_textures \
|
||||
shaders/shaders_simple_mask \
|
||||
shaders/shaders_spotlight \
|
||||
shaders/shaders_texture_drawing \
|
||||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_texture_tiling \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_write_depth
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_mixed_processor \
|
||||
audio/audio_module_playing \
|
||||
audio/audio_music_stream \
|
||||
audio/audio_raw_stream \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_sound_multi \
|
||||
audio/audio_stream_effects
|
||||
|
||||
OTHERS = \
|
||||
others/easings_testbed \
|
||||
others/embedded_files_loading \
|
||||
others/raylib_opengl_interop \
|
||||
others/raymath_vector_angle \
|
||||
others/rlgl_compute_shader \
|
||||
others/rlgl_standalone
|
||||
|
||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||
|
||||
# Define processes to execute
|
||||
#------------------------------------------------------------------------------------------------
|
||||
# Default target entry
|
||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(OTHERS)
|
||||
|
||||
core: $(CORE)
|
||||
shapes: $(SHAPES)
|
||||
textures: $(TEXTURES)
|
||||
text: $(TEXT)
|
||||
models: $(MODELS)
|
||||
shaders: $(SHADERS)
|
||||
audio: $(AUDIO)
|
||||
others: $(OTHERS)
|
||||
|
||||
# Generic compilation pattern
|
||||
# NOTE: Examples must be ready for Android compilation!
|
||||
%: %.c
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
|
||||
else ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
$(MAKE) -f Makefile.Web $@
|
||||
else
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
endif
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.wasm *.html *.js *.data
|
||||
else
|
||||
rm -f */*.wasm */*.html */*.js */*.data
|
||||
endif
|
||||
endif
|
||||
@echo Cleaning done
|
15
README.md
Normal file
15
README.md
Normal file
@ -0,0 +1,15 @@
|
||||
install libdrm-dev
|
||||
|
||||
|
||||
g++ -c main.cpp -Iraylib/include
|
||||
g++ run -o main.o -Lraylib/lib
|
||||
-- Install configuration: "Debug"
|
||||
-- Installing: /usr/lib/aarch64-linux-gnu/libraylib.a
|
||||
-- Installing: /usr/include/raylib.h
|
||||
-- Installing: /usr/include/rlgl.h
|
||||
-- Installing: /usr/include/raymath.h
|
||||
-- Installing: /usr/lib/aarch64-linux-gnu/pkgconfig/raylib.pc
|
||||
-- Installing: /usr/lib/aarch64-linux-gnu/cmake/raylib/raylib-config-version.cmake
|
||||
-- Installing: /usr/lib/aarch64-linux-gnu/cmake/raylib/raylib-config.cmake
|
||||
|
||||
|
167
main.c
Normal file
167
main.c
Normal file
@ -0,0 +1,167 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera split screen
|
||||
*
|
||||
* Addapted from the core_3d_camera_split_screen example:
|
||||
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example 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) 2023 Gabriel dos Santos Sanches (@gabrielssanches)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PLAYER_SIZE 40
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 440;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");
|
||||
|
||||
Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
|
||||
Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
|
||||
|
||||
Camera2D camera1 = { 0 };
|
||||
camera1.target = (Vector2){ player1.x, player1.y };
|
||||
camera1.offset = (Vector2){ 200.0f, 200.0f };
|
||||
camera1.rotation = 0.0f;
|
||||
camera1.zoom = 1.0f;
|
||||
|
||||
Camera2D camera2 = { 0 };
|
||||
camera2.target = (Vector2){ player2.x, player2.y };
|
||||
camera2.offset = (Vector2){ 200.0f, 200.0f };
|
||||
camera2.rotation = 0.0f;
|
||||
camera2.zoom = 1.0f;
|
||||
|
||||
RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_S)) player1.y += 3.0f;
|
||||
else if (IsKeyDown(KEY_W)) player1.y -= 3.0f;
|
||||
if (IsKeyDown(KEY_D)) player1.x += 3.0f;
|
||||
else if (IsKeyDown(KEY_A)) player1.x -= 3.0f;
|
||||
|
||||
if (IsKeyDown(KEY_UP)) player2.y -= 3.0f;
|
||||
else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f;
|
||||
if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f;
|
||||
else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f;
|
||||
|
||||
camera1.target = (Vector2){ player1.x, player1.y };
|
||||
camera2.target = (Vector2){ player2.x, player2.y };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(screenCamera1);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera1);
|
||||
|
||||
// Draw full scene with first camera
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
|
||||
{
|
||||
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
|
||||
{
|
||||
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(player1, RED);
|
||||
DrawRectangleRec(player2, BLUE);
|
||||
EndMode2D();
|
||||
|
||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginTextureMode(screenCamera2);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera2);
|
||||
|
||||
// Draw full scene with second camera
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
|
||||
{
|
||||
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
|
||||
{
|
||||
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(player1, RED);
|
||||
DrawRectangleRec(player2, BLUE);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||
|
||||
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenCamera1); // Unload render texture
|
||||
UnloadRenderTexture(screenCamera2); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
resources/eye1.png
Normal file
BIN
resources/eye1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 270 KiB |
82
splash_image.c
Normal file
82
splash_image.c
Normal file
@ -0,0 +1,82 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
|
||||
ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
|
||||
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
|
||||
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
|
||||
|
||||
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
|
||||
|
||||
// Draw one image over the other with a scaling of 1.5f
|
||||
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
|
||||
ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
|
||||
|
||||
// Draw on the image with a few image draw methods
|
||||
ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
|
||||
ImageDrawCircleLines(&parrots, 10, 10, 5, RAYWHITE);
|
||||
ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
|
||||
|
||||
UnloadImage(cat); // Unload image from RAM
|
||||
|
||||
// Load custom font for frawing on image
|
||||
Font font = LoadFont("resources/eye1.png");
|
||||
|
||||
// Draw over image using custom font
|
||||
ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
|
||||
|
||||
UnloadFont(font); // Unload custom font (already drawn used on image)
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
|
||||
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
|
||||
|
||||
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
|
||||
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Texture unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
167
src/demo1.c
Normal file
167
src/demo1.c
Normal file
@ -0,0 +1,167 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera split screen
|
||||
*
|
||||
* Addapted from the core_3d_camera_split_screen example:
|
||||
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example 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) 2023 Gabriel dos Santos Sanches (@gabrielssanches)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PLAYER_SIZE 40
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 440;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");
|
||||
|
||||
Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
|
||||
Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
|
||||
|
||||
Camera2D camera1 = { 0 };
|
||||
camera1.target = (Vector2){ player1.x, player1.y };
|
||||
camera1.offset = (Vector2){ 200.0f, 200.0f };
|
||||
camera1.rotation = 0.0f;
|
||||
camera1.zoom = 1.0f;
|
||||
|
||||
Camera2D camera2 = { 0 };
|
||||
camera2.target = (Vector2){ player2.x, player2.y };
|
||||
camera2.offset = (Vector2){ 200.0f, 200.0f };
|
||||
camera2.rotation = 0.0f;
|
||||
camera2.zoom = 1.0f;
|
||||
|
||||
RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_S)) player1.y += 3.0f;
|
||||
else if (IsKeyDown(KEY_W)) player1.y -= 3.0f;
|
||||
if (IsKeyDown(KEY_D)) player1.x += 3.0f;
|
||||
else if (IsKeyDown(KEY_A)) player1.x -= 3.0f;
|
||||
|
||||
if (IsKeyDown(KEY_UP)) player2.y -= 3.0f;
|
||||
else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f;
|
||||
if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f;
|
||||
else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f;
|
||||
|
||||
camera1.target = (Vector2){ player1.x, player1.y };
|
||||
camera2.target = (Vector2){ player2.x, player2.y };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(screenCamera1);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera1);
|
||||
|
||||
// Draw full scene with first camera
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
|
||||
{
|
||||
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
|
||||
{
|
||||
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(player1, RED);
|
||||
DrawRectangleRec(player2, BLUE);
|
||||
EndMode2D();
|
||||
|
||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginTextureMode(screenCamera2);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera2);
|
||||
|
||||
// Draw full scene with second camera
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
|
||||
{
|
||||
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
|
||||
{
|
||||
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
|
||||
{
|
||||
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(player1, RED);
|
||||
DrawRectangleRec(player2, BLUE);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||
|
||||
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenCamera1); // Unload render texture
|
||||
UnloadRenderTexture(screenCamera2); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Reference in New Issue
Block a user