Separate engine and game

This commit is contained in:
2023-11-07 16:55:14 +01:00
parent 8a13edb838
commit 20034c96e6
922 changed files with 526 additions and 29 deletions

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#**************************************************************************************************
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# 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 raylib variables
PROJECT_NAME ?= game
RAYLIB_VERSION ?= 4.2.0
RAYLIB_PATH ?= ..\..
# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# 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_RPI)
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
endif
# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# 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);C:\raylib\MinGW\bin:$$(PATH)
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
CC = gcc
ifeq ($(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 ($(PLATFORM),PLATFORM_RPI)
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# Define RPI cross-compiler
#CC = armv6j-hardfloat-linux-gnueabi-gcc
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
endif
endif
ifeq ($(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: Mingw32-make
MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
ifeq ($(PLATFORM_OS),OSX)
MAKE = make
endif
endif
# Define compiler flags:
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
endif
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
endif
ifeq ($(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,$(EXAMPLE_RUNTIME_PATH)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS += -std=gnu99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
# -s WASM=0 # disable Web Assembly, emitted by default
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
ifeq ($(BUILD_MODE), DEBUG)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
# Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html
endif
# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
endif
endif
# Define library paths containing required libs.
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(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
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
endif
ifeq ($(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_RPI)
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif
# Define a recursive wildcard function
rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
# Define all source files required
SRC_DIR = src
OBJ_DIR = obj
# Define all object files from source files
SRC = $(call rwildcard, *.c, *.h)
#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
OBJS = main.c
# For Android platform we call a custom Makefile.Android
ifeq ($(PLATFORM),PLATFORM_ANDROID)
MAKEFILE_PARAMS = -f Makefile.Android
export PROJECT_NAME
export SRC_DIR
else
MAKEFILE_PARAMS = $(PROJECT_NAME)
endif
# Default target entry
# NOTE: We call this Makefile target or Makefile.Android target
all:
$(MAKE) $(MAKEFILE_PARAMS)
# Project target defined by PROJECT_NAME
$(PROJECT_NAME): $(OBJS)
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile source files
# NOTE: This pattern will compile every module defined on $(OBJS)
#%.o: %.c
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

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@@ -0,0 +1,300 @@
#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 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
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
JAVA_HOME ?= C:/JavaJDK
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
# 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 = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(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$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
# 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 \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
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)\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
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
copy /Y $(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
# TODO: Review xcopy usage, it can not be found in some systems!
copy_project_resources:
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
@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) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
@echo package com.$(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
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
@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
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(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 $(RAYLIB_PATH)/src/external/android/native_app_glue/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;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(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 --abi $(ANDROID_ARCH_NAME) -rds $(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 -r $(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:
del $(PROJECT_BUILD_PATH)\* /f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
@echo Cleaning done

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#include <math.h>
#include "raylib.h"
int main() {
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib");
Camera cam;
cam.position = (Vector3){ 0.0f, 10.0f, 8.f };
cam.target = (Vector3){ 0.0f, 0.0f, 0.0f };
cam.up = (Vector3){ 0.0f, 1.f, 0.0f };
cam.fovy = 60.0f;
Vector3 cubePos = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60);
while (!WindowShouldClose()) {
cam.position.x = sin(GetTime()) * 10.0f;
cam.position.z = cos(GetTime()) * 10.0f;
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(cam);
DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
DrawGrid(10, 1.f);
EndMode3D();
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
}
CloseWindow();
return 0;
}

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version(1);
project_name = "raylib-example";
patterns = {
"*.cpp",
"*.c",
"*.h",
"*.bat",
"*.sh",
"*.4coder",
"Makefile",
};
blacklist_patterns = {
".*",
};
load_paths = {
{ { {".", .relative = true, .recursive = true, } }, .os = "win" },
{ { {".", .relative = true, .recursive = true, } }, .os = "linux" },
{ { {".", .relative = true, .recursive = true, } }, .os = "mac" },
};
command_list = {
{ .name = "clean",
.out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
.cmd = {
{"mingw32-make clean", .os = "win"},
{"make clean", .os = "linux"},
{"make clean", .os = "mac"},
},
},
{ .name = "build",
.out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false,
.cmd = {
{"mingw32-make", .os = "win"},
{"make", .os = "linux"},
{"make", .os = "mac"},
},
},
{ .name = "run",
.out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
.cmd = {
{".\game.exe", .os = "win"},
{"./game", .os = "linux"},
{"./game", .os = "mac"},
},
},
};
fkey_command[3] = "clean";
fkey_command[4] = "build";
fkey_command[5] = "run";

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# Builder project template
This is a project template to be used with [GNOME Builder](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build).
It uses the [meson](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build) build system.
Project can be compiled via the command line using:
```
meson build
cd build
ninja
ninja install
```
Or it can be opened with Building simply clicking on the `meson.build` file.
Alternatively, open Builder first and click on the `open` button at the top-left.
There are comments to the `meson.build` file to note the values that should be edited.
For a full overview of options please check the [meson manual](http://mesonbuild.com/Manual.html).
In the provided file, it's assumed that the build file is located at the root folder of the project, and that all the sources are in a `src` subfolder.
Check out the `examples` directory for a simple example on how to use this template.
You can also look at [raymario](https://github.com/jubalh/raymario) for a slightly more complex example which also installs resource files.

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Open `meson.build` with Builder or run `meson build; cd build; ninja; ./core_basic_window` on the commandline to launch the example.

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# This file should be in the main folder of your project
# Replace 'projectname' with the name of your project
# Replace '1.0' with its version
project('core_basic_window', 'c', version: '1.0',
meson_version: '>= 0.39.1')
# We want a C Compiler to be present
cc = meson.get_compiler('c')
# Find dependencies
gl_dep = dependency('gl')
m_dep = cc.find_library('m', required : false)
raylib_dep = cc.find_library('raylib', required : false)
# List your source files here
source_c = [
'../../../examples/core/core_basic_window.c',
]
# Build executable
core_basic_window = executable('core_basic_window',
source_c,
dependencies : [ raylib_dep, gl_dep, m_dep ],
install : true)

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# This file should be in the main folder of your project
# Replace 'projectname' with the name of your project
# Replace '1.0' with its version
project('projectname', 'c', version: '1.0',
meson_version: '>= 0.39.1')
# We want a C Compiler to be present
cc = meson.get_compiler('c')
# Find dependencies
gl_dep = dependency('gl')
m_dep = cc.find_library('m', required : false)
raylib_dep = cc.find_library('raylib', required : false)
# List your source files here
source_c = [
'src/main.c',
]
# Build executable
projectname = executable('projectname',
source_c,
dependencies : [ raylib_dep, gl_dep, m_dep ],
install : true)

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cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
project(example)
# Generate compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Dependencies
set(RAYLIB_VERSION 4.2.0)
find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED
if (NOT raylib_FOUND) # If there's none, fetch and build raylib
include(FetchContent)
FetchContent_Declare(
raylib
URL https://github.com/raysan5/raylib/archive/refs/tags/${RAYLIB_VERSION}.tar.gz
)
FetchContent_GetProperties(raylib)
if (NOT raylib_POPULATED) # Have we downloaded raylib yet?
set(FETCHCONTENT_QUIET NO)
FetchContent_Populate(raylib)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR})
endif()
endif()
# Our Project
add_executable(${PROJECT_NAME} core_basic_window.c)
#set(raylib_VERBOSE 1)
target_link_libraries(${PROJECT_NAME} raylib)
# Web Configurations
if (${PLATFORM} STREQUAL "Web")
# Tell Emscripten to build an example.html file.
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(${PROJECT_NAME} "-framework IOKit")
target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
endif()

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# raylib CMake Project
This provides a base project template which builds with [CMake](https://cmake.org).
## Usage
To compile the example, use one of the following dependending on your build target...
### Desktop
Use the following to build for desktop:
``` bash
cmake -B build
cmake --build build
```
### Web
Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html):
``` bash
mkdir build
cd build
emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXE_LINKER_FLAGS="-s USE_GLFW=3" -DCMAKE_EXECUTABLE_SUFFIX=".html"
emmake make
```

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/*******************************************************************************************
*
* raylib [core] example - Basic window (adapted for HTML5 platform)
*
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
* As you will notice, code structure is slightly diferent to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

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# raylib template for Code::Blocks
1. Install raylib.
On Windows you should install the **Windows Installer (with MinGW compiler)** package.
On other platforms you can install however you like following the instructions in the wiki.
* https://github.com/raysan5/raylib/releases/download/4.2.0/raylib_installer_v420.mingw.exe
* https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux
* https://github.com/raysan5/raylib/wiki/Working-on-macOS
2. Install and run Code::Blocks.
3. **Windows only**: Select `Settings` `Compiler` `Toolchain executables`.
Change `Compiler's installation directory` to `C:\raylib\MingGW`. Do *not* press auto-detect.
There is a screenshot below showing how it should look. Press `OK`.
4. Select `File` `Open` and open the `core_basic_windows.cbp` file.
![Compiler Settings](compiler_settings.png)
For an example with resources, see https://github.com/electronstudio/raylib-game-template-codeblocks

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/*******************************************************************************************
* raylib [core] example - Basic window
*
* Welcome to raylib!
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="raylib-game-template" />
<Option execution_dir="." />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug (Mac)">
<Option platforms="Mac;" />
<Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="raylib" />
<Add option="-framework OpenGL" />
<Add option="-framework Cocoa" />
<Add option="-framework IOKit" />
<Add option="-framework CoreAudio" />
<Add option="-framework CoreVideo" />
</Linker>
</Target>
<Target title="Release (Mac)">
<Option platforms="Mac;" />
<Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
<Add library="raylib" />
<Add option="-framework OpenGL" />
<Add option="-framework Cocoa" />
<Add option="-framework IOKit" />
<Add option="-framework CoreAudio" />
<Add option="-framework CoreVideo" />
</Linker>
</Target>
<Target title="Debug (Linux)">
<Option platforms="Unix;" />
<Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="raylib" />
<Add library="GL" />
<Add library="m" />
<Add library="pthread" />
<Add library="dl" />
<Add library="rt" />
<Add library="X11" />
</Linker>
</Target>
<Target title="Release (Linux)">
<Option platforms="Unix;" />
<Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
<Add library="raylib" />
<Add library="GL" />
<Add library="m" />
<Add library="pthread" />
<Add library="dl" />
<Add library="rt" />
<Add library="X11" />
</Linker>
</Target>
<Target title="Debug (Windows)">
<Option platforms="Windows;" />
<Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="raylib" />
<Add library="opengl32" />
<Add library="gdi32" />
<Add library="winmm" />
<Add option="-static" />
<Add library="pthread" />
</Linker>
</Target>
<Target title="Release (Windows)">
<Option platforms="Windows;" />
<Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
<Option working_dir="." />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
<Add library="raylib" />
<Add library="opengl32" />
<Add library="gdi32" />
<Add library="winmm" />
<Add option="-static" />
<Add library="pthread" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-Wall" />
</Compiler>
<Unit filename="core_basic_window.c">
<Option compilerVar="CC" />
</Unit>
</Project>
</CodeBlocks_project_file>

View File

@@ -0,0 +1,52 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -0,0 +1,452 @@
# format=pipe
InitWindow|void|(int width, int height, const char *title);|
WindowShouldClose|bool|(void);|
CloseWindow|void|(void);|
IsWindowReady|bool|(void);|
IsWindowMinimized|bool|(void);|
IsWindowResized|bool|(void);|
IsWindowHidden|bool|(void);|
ToggleFullscreen|void|(void);|
UnhideWindow|void|(void);|
HideWindow|void|(void);|
SetWindowIcon|void|(Image image);|
SetWindowTitle|void|(const char *title);|
SetWindowPosition|void|(int x, int y);|
SetWindowMonitor|void|(int monitor);|
SetWindowMinSize|void|(int width, int height);|
SetWindowSize|void|(int width, int height);|
GetWindowHandle|void *|(void);|
GetScreenWidth|int|(void);|
GetScreenHeight|int|(void);|
GetMonitorCount|int|(void);|
GetMonitorWidth|int|(int monitor);|
GetMonitorHeight|int|(int monitor);|
GetMonitorPhysicalWidth|int|(int monitor);|
GetMonitorPhysicalHeight|int|(int monitor);|
GetMonitorName|const char *|(int monitor);|
GetClipboardText|const char *|(void);|
SetClipboardText|void|(const char *text);|
ShowCursor|void|(void);|
HideCursor|void|(void);|
IsCursorHidden|bool|(void);|
EnableCursor|void|(void);|
DisableCursor|void|(void);|
ClearBackground|void|(Color color);|
BeginDrawing|void|(void);|
EndDrawing|void|(void);|
BeginMode2D|void|(Camera2D camera);|
EndMode2D|void|(void);|
BeginMode3D|void|(Camera3D camera);|
EndMode3D|void|(void);|
BeginTextureMode|void|(RenderTexture2D target);|
EndTextureMode|void|(void);|
GetMouseRay|Ray|(Vector2 mousePosition, Camera camera);|
GetWorldToScreen|Vector2|(Vector3 position, Camera camera);|
GetCameraMatrix|Matrix|(Camera camera);|
SetTargetFPS|void|(int fps);|
GetFPS|int|(void);|
GetFrameTime|float|(void);|
GetTime|double|(void);|
ColorToInt|int|(Color color);|
ColorNormalize|Vector4|(Color color);|
ColorToHSV|Vector3|(Color color);|
ColorFromHSV|Color|(Vector3 hsv);|
GetColor|Color|(int hexValue);|
Fade|Color|(Color color, float alpha);|
SetConfigFlags|void|(unsigned char flags);|
SetTraceLogLevel|void|(int logType);|
SetTraceLogExit|void|(int logType);|
SetTraceLogCallback|void|(TraceLogCallback callback);|
TraceLog|void|(int logType, const char *text, ...);|
TakeScreenshot|void|(const char *fileName);|
GetRandomValue|int|(int min, int max);|
FileExists|bool|(const char *fileName);|
IsFileExtension|bool|(const char *fileName, const char *ext);|
GetExtension|const char *|(const char *fileName);|
GetFileName|const char *|(const char *filePath);|
GetFileNameWithoutExt|const char *|(const char *filePath);|
GetDirectoryPath|const char *|(const char *fileName);|
GetWorkingDirectory|const char *|(void);|
GetDirectoryFiles|char **|(const char *dirPath, int *count);|
ClearDirectoryFiles|void|(void);|
ChangeDirectory|bool|(const char *dir);|
IsFileDropped|bool|(void);|
GetDroppedFiles|char **|(int *count);|
ClearDroppedFiles|void|(void);|
GetFileModTime|long|(const char *fileName);|
StorageSaveValue|void|(int position, int value);|
StorageLoadValue|int|(int position);|
OpenURL|void|(const char *url);|
IsKeyPressed|bool|(int key);|
IsKeyDown|bool|(int key);|
IsKeyReleased|bool|(int key);|
IsKeyUp|bool|(int key);|
GetKeyPressed|int|(void);|
SetExitKey|void|(int key);|
IsGamepadAvailable|bool|(int gamepad);|
IsGamepadName|bool|(int gamepad, const char *name);|
GetGamepadName|const char *|(int gamepad);|
IsGamepadButtonPressed|bool|(int gamepad, int button);|
IsGamepadButtonDown|bool|(int gamepad, int button);|
IsGamepadButtonReleased|bool|(int gamepad, int button);|
IsGamepadButtonUp|bool|(int gamepad, int button);|
GetGamepadButtonPressed|int|(void);|
GetGamepadAxisCount|int|(int gamepad);|
GetGamepadAxisMovement|float|(int gamepad, int axis);|
IsMouseButtonPressed|bool|(int button);|
IsMouseButtonDown|bool|(int button);|
IsMouseButtonReleased|bool|(int button);|
IsMouseButtonUp|bool|(int button);|
GetMouseX|int|(void);|
GetMouseY|int|(void);|
GetMousePosition|Vector2|(void);|
SetMousePosition|void|(int x, int y);|
SetMouseOffset|void|(int offsetX, int offsetY);|
SetMouseScale|void|(float scaleX, float scaleY);|
GetMouseWheelMove|float|(void);|
GetTouchX|int|(void);|
GetTouchY|int|(void);|
GetTouchPosition|Vector2|(int index);|
SetGesturesEnabled|void|(unsigned int gestureFlags);|
IsGestureDetected|bool|(int gesture);|
GetGestureDetected|int|(void);|
GetTouchPointsCount|int|(void);|
GetGestureHoldDuration|float|(void);|
GetGestureDragVector|Vector2|(void);|
GetGestureDragAngle|float|(void);|
GetGesturePinchVector|Vector2|(void);|
GetGesturePinchAngle|float|(void);|
SetCameraMode|void|(Camera camera, int mode);|
UpdateCamera|void|(Camera *camera);|
SetCameraPanControl|void|(int panKey);|
SetCameraAltControl|void|(int altKey);|
SetCameraSmoothZoomControl|void|(int szKey);|
SetCameraMoveControls|void|(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);|
DrawPixel|void|(int posX, int posY, Color color);|
DrawPixelV|void|(Vector2 position, Color color);|
DrawLine|void|(int startPosX, int startPosY, int endPosX, int endPosY, Color color);|
DrawLineV|void|(Vector2 startPos, Vector2 endPos, Color color);|
DrawLineEx|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);|
DrawLineBezier|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);|
DrawCircle|void|(int centerX, int centerY, float radius, Color color);|
DrawCircleSector|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);|
DrawCircleSectorLines|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
DrawCircleGradient|void|(int centerX, int centerY, float radius, Color color1, Color color2);|
DrawCircleV|void|(Vector2 center, float radius, Color color);|
DrawCircleLines|void|(int centerX, int centerY, float radius, Color color);|
DrawRing|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
DrawRingLines|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
DrawRectangle|void|(int posX, int posY, int width, int height, Color color);|
DrawRectangleV|void|(Vector2 position, Vector2 size, Color color);|
DrawRectangleRec|void|(Rectangle rec, Color color);|
DrawRectanglePro|void|(Rectangle rec, Vector2 origin, float rotation, Color color);|
DrawRectangleGradientV|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawRectangleGradientH|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawRectangleGradientEx|void|(Rectangle rec, Color col1, Color col2, Color col3, Color col4);|
DrawRectangleLines|void|(int posX, int posY, int width, int height, Color color);|
DrawRectangleLinesEx|void|(Rectangle rec, int lineThick, Color color);|
DrawRectangleRounded|void|(Rectangle rec, float roundness, int segments, Color color);|
DrawRectangleRoundedLines|void|(Rectangle rec, float roundness, int segments, int lineThick, Color color);|
DrawTriangle|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
DrawTriangleLines|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
DrawPoly|void|(Vector2 center, int sides, float radius, float rotation, Color color);|
DrawPolyEx|void|(Vector2 *points, int numPoints, Color color);|
DrawPolyExLines|void|(Vector2 *points, int numPoints, Color color);|
SetShapesTexture|void|(Texture2D texture, Rectangle source);|
CheckCollisionRecs|bool|(Rectangle rec1, Rectangle rec2);|
CheckCollisionCircles|bool|(Vector2 center1, float radius1, Vector2 center2, float radius2);|
CheckCollisionCircleRec|bool|(Vector2 center, float radius, Rectangle rec);|
GetCollisionRec|Rectangle|(Rectangle rec1, Rectangle rec2);|
CheckCollisionPointRec|bool|(Vector2 point, Rectangle rec);|
CheckCollisionPointCircle|bool|(Vector2 point, Vector2 center, float radius);|
CheckCollisionPointTriangle|bool|(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);|
LoadImage|Image|(const char *fileName);|
LoadImageEx|Image|(Color *pixels, int width, int height);|
LoadImagePro|Image|(void *data, int width, int height, int format);|
LoadImageRaw|Image|(const char *fileName, int width, int height, int format, int headerSize);|
ExportImage|void|(Image image, const char *fileName);|
ExportImageAsCode|void|(Image image, const char *fileName);|
LoadTexture|Texture2D|(const char *fileName);|
LoadTextureFromImage|Texture2D|(Image image);|
LoadTextureCubemap|TextureCubemap|(Image image, int layoutType);|
LoadRenderTexture|RenderTexture2D|(int width, int height);|
UnloadImage|void|(Image image);|
UnloadTexture|void|(Texture2D texture);|
UnloadRenderTexture|void|(RenderTexture2D target);|
GetImageData|Color *|(Image image);|
GetImageDataNormalized|Vector4 *|(Image image);|
GetPixelDataSize|int|(int width, int height, int format);|
GetTextureData|Image|(Texture2D texture);|
GetScreenData|Image|(void);|
UpdateTexture|void|(Texture2D texture, const void *pixels);|
ImageCopy|Image|(Image image);|
ImageToPOT|void|(Image *image, Color fillColor);|
ImageFormat|void|(Image *image, int newFormat);|
ImageAlphaMask|void|(Image *image, Image alphaMask);|
ImageAlphaClear|void|(Image *image, Color color, float threshold);
ImageAlphaCrop|void|(Image *image, float threshold);|
ImageAlphaPremultiply|void|(Image *image);|
ImageCrop|void|(Image *image, Rectangle crop);|
ImageResize|void|(Image *image, int newWidth, int newHeight);|
ImageResizeNN|void|(Image *image, int newWidth,int newHeight);|void|
ImageResizeCanvas|void|(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);|
ImageMipmaps|void|(Image *image);|
ImageDither|void|(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);|
ImageExtractPalette|Color *|(Image image, int maxPaletteSize, int *extractCount);|
ImageText|Image|(const char *text, int fontSize, Color color);|
ImageTextEx|Image|(Font font, const char *text, float fontSize, float spacing, Color tint);|
ImageDraw|void|(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);|
ImageDrawRectangle|void|(Image *dst, Rectangle rec, Color color);|
ImageDrawRectangleLines|void|(Image *dst, Rectangle rec, int thick, Color color);|
ImageDrawText|void|(Image *dst, Vector2 position, const char *text, int fontSize, Color color);|
ImageDrawTextEx|void|(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);|
ImageFlipVertical|void|(Image *image);|
ImageFlipHorizontal|void|(Image *image);|
ImageRotateCW|void|(Image *image);|
ImageRotateCCW|void|(Image *image);|
ImageColorTint|void|(Image *image, Color color);|
ImageColorInvert|void|(Image *image);|
ImageColorGrayscale|void|(Image *image);|
ImageColorContrast|void|(Image *image, float contrast);|
ImageColorBrightness|void|(Image *image, int brightness);|
ImageColorReplace|void|(Image *image, Color color, Color replace);|
GenImageColor|Image|(int width, int height, Color color);|
GenImageGradientV|Image|(int width, int height, Color top, Color bottom);|
GenImageGradientH|Image|(int width, int height, Color left, Color right);|
GenImageGradientRadial|Image|(int width, int height, float density, Color inner, Color outer);|
GenImageChecked|Image|(int width, int height, int checksX, int checksY, Color col1, Color col2);|
GenImageWhiteNoise|Image|(int width, int height, float factor);|
GenImagePerlinNoise|Image|(int width, int height, int offsetX, int offsetY, float scale);|
GenImageCellular|Image|(int width, int height, int tileSize);|
GenTextureMipmaps|void|(Texture2D *texture);|
SetTextureFilter|void|(Texture2D texture, int filterMode);|
SetTextureWrap|void|(Texture2D texture, int wrapMode);|
DrawTexture|void|(Texture2D texture, int posX, int posY, Color tint);|
DrawTextureV|void|(Texture2D texture, Vector2 position, Color tint);|
DrawTextureEx|void|(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);|
DrawTextureRec|void|(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);|
DrawTextureQuad|void|(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);|
DrawTexturePro|void|(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
DrawTextureNPatch|void|(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
GetFontDefault|Font|(void);|
LoadFont|Font|(const char *fileName);|
LoadFontEx|Font|(const char *fileName, int fontSize, int *fontChars, int charsCount);|
LoadFontFromImage|Font|(Image image, Color key, int firstChar);|
LoadFontData|CharInfo *|(const char *fileName, int fontSize, int *fontChars, int charsCount, int type);|
GenImageFontAtlas|Image|(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod);|
UnloadFont|void|(Font font);|
DrawFPS|void|(int posX, int posY);|
DrawText|void|(const char *text, int posX, int posY, int fontSize, Color color);|
DrawTextEx|void|(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);|
DrawTextRec|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);|
DrawTextRecEx|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack);|
MeasureText|int|(const char *text, int fontSize);|
MeasureTextEx|Vector2|(Font font, const char *text, float fontSize, float spacing);|
GetGlyphIndex|int|(Font font, int character);|
TextIsEqual|bool|(const char *text1, const char *text2);|
TextLength|unsigned int|(const char *text);|
TextFormat|const char *|(const char *text, ...);|
TextSubtext|const char *|(const char *text, int position, int length);|
TextReplace|const char *|(char *text, const char *replace, const char *by);|
TextInsert|const char *|(const char *text, const char *insert, int position);|
TextJoin|const char *|(const char **textList, int count, const char *delimiter);|
TextSplit|const char **|(const char *text, char delimiter, int *count);|
TextAppend|void|(char *text, const char *append, int *position);|
TextFindIndex|int|(const char *text, const char *find);|
TextToUpper|const char *|(const char *text);|
TextToLower|const char *|(const char *text);|
TextToPascal|const char *|(const char *text);|
TextToInteger|int|(const char *text);|
DrawLine3D|void|(Vector3 startPos, Vector3 endPos, Color color);|
DrawCircle3D|void|(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);|
DrawCube|void|(Vector3 position, float width, float height, float length, Color color);|
DrawCubeV|void|(Vector3 position, Vector3 size, Color color);|
DrawCubeWires|void|(Vector3 position, float width, float height, float length, Color color);|
DrawCubeWiresV|void|(Vector3 position, Vector3 size, Color color);|
DrawCubeTexture|void|(Texture2D texture, Vector3 position, float width, float height, float length, Color color);|
DrawSphere|void|(Vector3 centerPos, float radius, Color color);|
DrawSphereEx|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);|
DrawSphereWires|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);|
DrawCylinder|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);|
DrawCylinderWires|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);|
DrawPlane|void|(Vector3 centerPos, Vector2 size, Color color);|
DrawRay|void|(Ray ray, Color color);|
DrawGrid|void|(int slices, float spacing);|
DrawGizmo|void|(Vector3 position);|
LoadModel|Model|(const char *fileName);|
LoadModelFromMesh|Model|(Mesh mesh);|
UnloadModel|void|(Model model);|
LoadMeshes|Mesh *|(const char *fileName, int *meshCount);|
ExportMesh|void|(Mesh mesh, const char *fileName);|
UnloadMesh|void|(Mesh *mesh);|
LoadMaterials|Material *|(const char *fileName, int *materialCount);|
LoadMaterialDefault|Material|(void);|
UnloadMaterial|void|(Material material);|
SetMaterialTexture|void|(Material *material, int mapType, Texture2D texture);|
SetModelMeshMaterial|void|(Model *model, int meshId, int materialId);|
LoadModelAnimations|ModelAnimation *|(const char *fileName, int *animsCount);|
UpdateModelAnimation|void|(Model model, ModelAnimation anim, int frame);|
UnloadModelAnimation|void|(ModelAnimation anim);|
IsModelAnimationValid|bool|(Model model, ModelAnimation anim);|
GenMeshPoly|Mesh|(int sides, float radius);|
GenMeshPlane|Mesh|(float width, float length, int resX, int resZ);|
GenMeshCube|Mesh|(float width, float height, float length);|
GenMeshSphere|Mesh|(float radius, int rings, int slices);|
GenMeshHemiSphere|Mesh|(float radius, int rings, int slices);|
GenMeshCylinder|Mesh|(float radius, float height, int slices);|
GenMeshTorus|Mesh|(float radius, float size, int radSeg, int sides);|
GenMeshKnot|Mesh|(float radius, float size, int radSeg, int sides);|
GenMeshHeightmap|Mesh|(Image heightmap, Vector3 size);|
GenMeshCubicmap|Mesh|(Image cubicmap, Vector3 cubeSize);|
GetMeshBoundingBox|BoundingBox|(Mesh mesh);|
MeshTangents|void|(Mesh *mesh);|
MeshBinormals|void|(Mesh *mesh);|
DrawModel|void|(Model model, Vector3 position, float scale, Color tint);|
DrawModelEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);|
DrawModelWires|void|(Model model, Vector3 position, float scale, Color tint);|
DrawModelWiresEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);|
DrawBoundingBox|void|(BoundingBox box, Color color);|
DrawBillboard|void|(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);|
DrawBillboardRec|void|(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);|
CheckCollisionSpheres|bool|(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);|
CheckCollisionBoxes|bool|(BoundingBox box1, BoundingBox box2);|
CheckCollisionBoxSphere|bool|(BoundingBox box, Vector3 centerSphere, float radiusSphere);|
CheckCollisionRaySphere|bool|(Ray ray, Vector3 spherePosition, float sphereRadius);|
CheckCollisionRaySphereEx|bool|(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);|
CheckCollisionRayBox|bool|(Ray ray, BoundingBox box);|
GetCollisionRayModel|RayHitInfo|(Ray ray, Model *model);|
GetCollisionRayTriangle|RayHitInfo|(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);|
GetCollisionRayGround|RayHitInfo|(Ray ray, float groundHeight);|
LoadText|char *|(const char *fileName);|
LoadShader|Shader|(const char *vsFileName, const char *fsFileName);|
LoadShaderCode|Shader|(char *vsCode, char *fsCode);|
UnloadShader|void|(Shader shader);|
GetShaderDefault|Shader|(void);|
GetTextureDefault|Texture2D|(void);|
GetShaderLocation|int|(Shader shader, const char *uniformName);|
SetShaderValue|void|(Shader shader, int uniformLoc, const void *value, int uniformType);|
SetShaderValueV|void|(Shader shader, int uniformLoc, const void *value, int uniformType, int count);|
SetShaderValueMatrix|void|(Shader shader, int uniformLoc, Matrix mat);|
SetShaderValueTexture|void|(Shader shader, int uniformLoc, Texture2D texture);|
SetMatrixProjection|void|(Matrix proj);|
SetMatrixModelview|void|(Matrix view);|
GetMatrixModelview|Matrix|();|
BeginShaderMode|void|(Shader shader);|
EndShaderMode|void|(void);|
BeginBlendMode|void|(int mode);|
EndBlendMode|void|(void);|
BeginScissorMode|void|(int x, int y, int width, int height);|
EndScissorMode|void|(void);|
InitVrSimulator|void|(void);|
CloseVrSimulator|void|(void);|
UpdateVrTracking|void|(Camera *camera);|
SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
IsVrSimulatorReady|bool|(void);|
ToggleVrMode|void|(void);|
BeginVrDrawing|void|(void);|
EndVrDrawing|void|(void);|
InitAudioDevice|void|(void);|
CloseAudioDevice|void|(void);|
IsAudioDeviceReady|bool|(void);|
SetMasterVolume|void|(float volume);|
LoadWave|Wave|(const char *fileName);|
LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|
LoadSound|Sound|(const char *fileName);|
LoadSoundFromWave|Sound|(Wave wave);|
UpdateSound|void|(Sound sound, const void *data, int samplesCount);|
UnloadWave|void|(Wave wave);|
UnloadSound|void|(Sound sound);|
ExportWave|void|(Wave wave, const char *fileName);|
ExportWaveAsCode|void|(Wave wave, const char *fileName);|
PlaySound|void|(Sound sound);|
PauseSound|void|(Sound sound);|
ResumeSound|void|(Sound sound);|
StopSound|void|(Sound sound);|
IsSoundPlaying|bool|(Sound sound);|
SetSoundVolume|void|(Sound sound, float volume);|
SetSoundPitch|void|(Sound sound, float pitch);|
WaveFormat|void|(Wave *wave, int sampleRate, int sampleSize, int channels);|
WaveCopy|Wave|(Wave wave);|
WaveCrop|void|(Wave *wave, int initSample, int finalSample);|
GetWaveData|float *|(Wave wave);|
LoadMusicStream|Music|(const char *fileName);|
UnloadMusicStream|void|(Music music);|
PlayMusicStream|void|(Music music);|
UpdateMusicStream|void|(Music music);|
StopMusicStream|void|(Music music);|
PauseMusicStream|void|(Music music);|
ResumeMusicStream|void|(Music music);|
IsMusicPlaying|bool|(Music music);|
SetMusicVolume|void|(Music music, float volume);|
SetMusicPitch|void|(Music music, float pitch);|
SetMusicLoopCount|void|(Music music, int count);|
GetMusicTimeLength|float|(Music music);|
GetMusicTimePlayed|float|(Music music);|
InitAudioStream|AudioStream|(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels);|
UpdateAudioStream|void|(AudioStream stream, const void *data, int samplesCount);|
CloseAudioStream|void|(AudioStream stream);|
IsAudioBufferProcessed|bool|(AudioStream stream);|
PlayAudioStream|void|(AudioStream stream);|
PauseAudioStream|void|(AudioStream stream);|
ResumeAudioStream|void|(AudioStream stream);|
IsAudioStreamPlaying|bool|(AudioStream stream);|
StopAudioStream|void|(AudioStream stream);|
SetAudioStreamVolume|void|(AudioStream stream, float volume);|
SetAudioStreamPitch|void|(AudioStream stream, float pitch);|
Vector2|struct||
Vector3|struct||
Vector4|struct||
Quaternion|struct||
Matrix|struct||
Color|struct||
Rectangle|struct||
Image|struct||
Texture|struct||
RenderTexture|struct||
NPatchInfo|struct||
CharInfo|struct||
Font|struct||
Camera|struct||
Camera2D|struct||
Mesh|struct||
Shader|struct||
MaterialMap|struct||
Material|struct||
Model|struct||
Transform|struct||
BoneInfo|struct||
ModelAnimation|struct||
Ray|struct||
RayHitInfo|struct||
BoundingBox|struct||
Wave|struct||
Sound|struct||
Music|struct||
AudioStream|struct||
VrDeviceInfo|struct||
LIGHTGRAY|#define||
GRAY|#define||
DARKGRAY|#define||
YELLOW|#define||
GOLD|#define||
ORANGE|#define||
PINK|#define||
RED|#define||
MAROON|#define||
GREEN|#define||
LIME|#define||
DARKGREEN|#define||
SKYBLUE|#define||
BLUE|#define||
DARKBLUE|#define||
PURPLE|#define||
VIOLET|#define||
DARKPURPLE|#define||
BEIGE|#define||
BROWN|#define||
DARKBROWN|#define||
WHITE|#define||
BLACK|#define||
BLANK|#define||
MAGENTA|#define||
RAYWHITE|#define||

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@@ -0,0 +1,21 @@
::@echo off
:: > Setup required Environment
:: -------------------------------------
set RAYLIB_DIR=C:\raylib
set COMPILER_DIR=C:\raylib\mingw\bin
set PATH=%PATH%;%COMPILER_DIR%
set FILE_NAME=%1
set NAME_PART=%FILE_NAME:~0,-2%
cd %~dp0
:: .
:: > Cleaning latest build
:: ---------------------------
cmd /c if exist %NAME_PART%.exe del /F %NAME_PART%.exe
:: .
:: > Compiling program
:: --------------------------
gcc -o %NAME_PART%.exe %FILE_NAME% %RAYLIB_DIR%\src\raylib.rc.data -s -O2 -I../../src -Iexternal -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99 -Wall -mwindows
:: .
:: . > Executing program
:: -------------------------
cmd /c if exist %NAME_PART%.exe %NAME_PART%.exe

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@@ -0,0 +1,42 @@
::@echo off
:: > Choose compile options
:: -------------------------------
:: Set desired OpenGL API version: 1.1, 2.1, 3.3
set GRAPHICS_API=GRAPHICS_API_OPENGL_33
:: .
:: > Setup required Environment
:: -------------------------------------
set RAYLIB_DIR=C:\raylib
set COMPILER_DIR=C:\raylib\mingw\bin
set PATH=%PATH%;%COMPILER_DIR%
cd %RAYLIB_DIR%\raylib\src
:: .
:: > Cleaning latest build
:: ---------------------------
cmd /c del /F *.o
cmd /c del /F libraylib.a
:: .
:: > Compile raylib modules
:: ------------------------------
gcc -O2 -c rglfw.c -Wall -I. -Iexternal/glfw/include
gcc -O2 -c rcore.c -std=c99 -Wall -Iexternal/glfw/include -DPLATFORM_DESKTOP -D%GRAPHICS_API%
gcc -O2 -c rshapes.c -std=c99 -Wall -DPLATFORM_DESKTOP
gcc -O2 -c rtextures.c -std=c99 -Wall -DPLATFORM_DESKTOP
gcc -O2 -c rtext.c -std=c99 -Wall -DPLATFORM_DESKTOP
gcc -O2 -c rmodels.c -std=c99 -Wall -DPLATFORM_DESKTOP
gcc -O2 -c raudio.c -std=c99 -Wall -DPLATFORM_DESKTOP
gcc -O2 -c utils.c -std=c99 -Wall -DPLATFORM_DESKTOP
:: .
:: . > Generate raylib library
:: ------------------------------
ar rcs libraylib.a rcore.o rglfw.o rshapes.o rtextures.o rtext.o rmodels.o raudio.o utils.o
:: .
:: > Installing raylib library
:: -----------------------------
cmd /c copy raylib.h %RAYLIB_DIR%\mingw\i686-w64-mingw32\include /Y
cmd /c copy libraylib.a %RAYLIB_DIR%\mingw\i686-w64-mingw32\lib /Y
:: .
:: > Restore environment
:: -----------------------------
cd %~dp0

View File

@@ -0,0 +1,41 @@
[editor]
line_wrapping=false
line_break_column=72
auto_continue_multiline=true
[file_prefs]
final_new_line=true
ensure_convert_new_lines=false
strip_trailing_spaces=false
replace_tabs=true
[indentation]
indent_width=4
indent_type=0
indent_hard_tab_width=8
detect_indent=false
detect_indent_width=false
indent_mode=2
[project]
name=raylib_project
base_path=./
description=raylib project template
file_patterns=
[long line marker]
long_line_behaviour=1
long_line_column=72
[files]
current_page=0
FILE_NAME_0=0;C;0;EUTF-8;1;1;0;C%3A%5CGitHub%5Craylib%5Cprojects%5CGeany%5Ccore_basic_window.c;0;4
[build-menu]
filetypes=C;
EX_00_LB=_Execute
EX_00_CM="./%e"
EX_00_WD=
CFT_00_LB=_Compile
CFT_00_CM=raylib_compile_execute.bat %f
CFT_00_WD=

View File

@@ -0,0 +1,19 @@
### Notepad++ raylib config files
This folder includes some useful files to config Notepad++ for raylib.
#### raylib functions autocomplete - c_raylib.xml
Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file.
This file has been automatically generated using the provided tool: `raylib_npp_parser`
This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent.
To use the tool, just drag and drop raylib.h over raylib_npp_parser program.
#### Notepad++ NppExec compilation scripts - npes_saved.txt
A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples.

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,150 @@
/**********************************************************************************************
raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data
This parser scans raylib.h for functions that start with RLAPI and generates Notepad++
autocompletion xml equivalent for function and parameters.
Converts:
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
To:
<KeyWord name="Fade" func="yes">
<Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0">
<Param name="Color color" />
<Param name="float alpha" />
</Overload>
</KeyWord>
NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml
WARNING: Be careful with functions that split parameters into several lines, it breaks the process!
LICENSE: zlib/libpng
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) 2018 Ramon Santamaria (@raysan5)
**********************************************************************************************/
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#include <stdlib.h>
#define MAX_BUFFER_SIZE 512
int main(int argc, char *argv[])
{
if (argc > 1)
{
FILE *rFile = fopen(argv[1], "rt");
FILE *rxmlFile = fopen("raylib_npp.xml", "wt");
if ((rFile == NULL) || (rxmlFile == NULL))
{
printf("File could not be opened.\n");
return 0;
}
char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1);
int count = 0;
while (!feof(rFile))
{
// Read one full line
fgets(buffer, MAX_BUFFER_SIZE, rFile);
if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2);
else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments
else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration
{
char funcType[64];
char funcTypeAux[64];
char funcName[64];
char funcDesc[256];
char params[128];
char paramType[16][16];
char paramName[16][32];
int index = 0;
char *ptr = NULL;
sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName);
if (strcmp(funcType, "const") == 0)
{
sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName);
strcat(funcType, " ");
strcat(funcType, funcTypeAux);
}
ptr = strchr(buffer, '/');
index = (int)(ptr - buffer);
sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration
ptr = strchr(buffer, '(');
if (ptr != NULL) index = (int)(ptr - buffer);
else printf("Character not found!\n");
sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')'
// Scan params string for number of func params, type and name
char *paramPtr[16]; // Allocate 16 pointers for possible parameters
int paramsCount = 0;
paramPtr[paramsCount] = strtok(params, ",");
if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2);
else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1);
else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName);
fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3);
bool paramsVoid = false;
char paramConst[8][16];
while (paramPtr[paramsCount] != NULL)
{
sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]);
if (strcmp(paramType[paramsCount], "void") == 0)
{
paramsVoid = true;
break;
}
if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0))
{
sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
}
else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />");
else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]);
paramsCount++;
paramPtr[paramsCount] = strtok(NULL, ",");
}
fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n ");
fprintf(rxmlFile, " </KeyWord>\n");
count++;
printf("Function processed %02i: %s\n", count, funcName);
memset(buffer, 0, MAX_BUFFER_SIZE);
}
}
free(buffer);
fclose(rFile);
fclose(rxmlFile);
}
return 0;
}

View File

@@ -0,0 +1,662 @@
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
// Drawing-related functions
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Get current FPS
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
// Misc. functions
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string)
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Get mouse position X
RLAPI int GetMouseY(void); // Get mouse position Y
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
RLAPI int GetTouchPointCount(void); // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

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## raylib PROJECT TEMPLATES
This folder contains raylib templates for some common IDEs.
IDE | Platform(s) | Source | Example(s)
----| ------------| :-------: | :-----:
[4coder](http://4coder.net/) | Windows | ❌ | ✔️
[Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ❌ | ✔️
[CMake](https://cmake.org/) | Windows, Linux, macOS, Web | ✔️ | ✔️
[CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ❌ | ✔️
[Geany](https://www.geany.org/) | Windows, Linux | ✔️ | ✔️
[Notepad++](https://notepad-plus-plus.org/) | Windows | ✔️ | ✔️
[SublimeText](https://www.sublimetext.com/) | Windows, Linux, macOS | ✔️ | ✔️
[VS2019](https://www.visualstudio.com) | Windows | ✔️ | ✔️
[VSCode](https://code.visualstudio.com/) | Windows, macOS | ❌ | ✔️
scripts | Windows, Linux, macOS | ✔️ | ✔️
*New IDEs config files are welcome!*

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# Sublime Text 3 project template
This is a project template to be used with [Sublime Text 3](https://www.sublimetext.com/).
Simply click on the `raylib.sublime-project` file to open it with Sublime Text.
Alternatively you can open Sublime Text first and click on the `Project -> Open Project`.
It comes with raylib.sublime-build. This file needs to be copied into the sublime packages folder for the user. On windows it can be found in `%AppData%\Sublime Text 3\Packages\User`.
Once done open the project and select `Tools -> Build System -> raylib`.
To run press Ctrl + Shift + B and select which build you want to run.
For a full overview of build systems please check the [build systems guide](https://www.sublimetext.com/docs/3/build_systems.html).

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{
"variants": [
{
"name": "desktop",
"shell_cmd": "cd ${folder}\\src && mingw32-make PLATFORM=PLATFORM_DESKTOP"
},
{
"name": "examples",
"shell_cmd": "cd ${folder}\\examples && mingw32-make PLATFORM=PLATFORM_DESKTOP"
},
]
}

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{
"folders":
[
{
"path": "../../"
}
]
}

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.31702.278
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "raylib_android", "raylib_android", "{5C24BC76-8848-40EA-9BBB-A544648D8D5B}"
EndProject
Project("{39E2626F-3545-4960-A6E8-258AD8476CE5}") = "raylib_android.Packaging", "raylib_android\raylib_android.Packaging\raylib_android.Packaging.androidproj", "{B2231F0D-52DA-4C55-8998-5886F766553C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib_android.NativeActivity", "raylib_android\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj", "{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|ARM64 = Debug|ARM64
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|ARM64 = Release|ARM64
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.ActiveCfg = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Build.0 = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Deploy.0 = Debug|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.ActiveCfg = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Build.0 = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Deploy.0 = Debug|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.ActiveCfg = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Build.0 = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Deploy.0 = Debug|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.ActiveCfg = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Build.0 = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Deploy.0 = Debug|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.ActiveCfg = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Build.0 = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Deploy.0 = Release|ARM
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.ActiveCfg = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Build.0 = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Deploy.0 = Release|ARM64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.ActiveCfg = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Build.0 = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Deploy.0 = Release|x64
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.ActiveCfg = Release|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Build.0 = Release|x86
{B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Deploy.0 = Release|x86
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.ActiveCfg = Debug|ARM
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.Build.0 = Debug|ARM
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.ActiveCfg = Debug|ARM64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.Build.0 = Debug|ARM64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.ActiveCfg = Debug|x64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.Build.0 = Debug|x64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.ActiveCfg = Debug|x86
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.Build.0 = Debug|x86
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.ActiveCfg = Release|ARM
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.Build.0 = Release|ARM
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.ActiveCfg = Release|ARM64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.Build.0 = Release|ARM64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.ActiveCfg = Release|x64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.Build.0 = Release|x64
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.ActiveCfg = Release|x86
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{B2231F0D-52DA-4C55-8998-5886F766553C} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B}
{BFB31759-4FCA-4503-BC7C-A97F705EFDB2} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {B7ED0AA6-6B00-40AC-BF71-526D5BEEFC78}
EndGlobalSection
EndGlobal

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@@ -0,0 +1,437 @@
/*
* Copyright (C) 2010 The Android Open Source Project
*
* лицензировано по лицензии Apache License, версия 2.0 ( "Лицензия");
*этот файл можно использовать только в соответствии с лицензией.
*Копию лицензии можно получить на веб-сайте
*
* http://www.apache.org/licenses/LICENSE-2.0
*
*Если только не требуется в соответствии с применимым законодательством или согласовано в письменном виде, программное обеспечение
* распространяется в рамках лицензии на УСЛОВИЯХ "КАК ЕСТЬ",
* БЕЗ ГАРАНТИЙ И УСЛОВИЙ ЛЮБОГО РОДА, явно выраженных и подразумеваемых.
* См. лицензию для получения информации об определенных разрешениях по использованию языка и
* ограничениях в рамках лицензии.
*
*/
#include <jni.h>
#include <errno.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/resource.h>
#include "android_native_app_glue.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
/* Для отладочных построений необходимо всегда включать трассировку отладки в этой библиотеке*/
#ifndef NDEBUG
# define LOGV(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", __VA_ARGS__))
#else
# define LOGV(...) ((void)0)
#endif
static void free_saved_state(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->savedState != NULL) {
free(android_app->savedState);
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
}
int8_t android_app_read_cmd(struct android_app* android_app) {
int8_t cmd;
if (read(android_app->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) {
switch (cmd) {
case APP_CMD_SAVE_STATE:
free_saved_state(android_app);
break;
}
return cmd;
} else {
LOGE("No data on command pipe!");
}
return -1;
}
static void print_cur_config(struct android_app* android_app) {
char lang[2], country[2];
AConfiguration_getLanguage(android_app->config, lang);
AConfiguration_getCountry(android_app->config, country);
LOGV("Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
"keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
"modetype=%d modenight=%d",
AConfiguration_getMcc(android_app->config),
AConfiguration_getMnc(android_app->config),
lang[0], lang[1], country[0], country[1],
AConfiguration_getOrientation(android_app->config),
AConfiguration_getTouchscreen(android_app->config),
AConfiguration_getDensity(android_app->config),
AConfiguration_getKeyboard(android_app->config),
AConfiguration_getNavigation(android_app->config),
AConfiguration_getKeysHidden(android_app->config),
AConfiguration_getNavHidden(android_app->config),
AConfiguration_getSdkVersion(android_app->config),
AConfiguration_getScreenSize(android_app->config),
AConfiguration_getScreenLong(android_app->config),
AConfiguration_getUiModeType(android_app->config),
AConfiguration_getUiModeNight(android_app->config));
}
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_INPUT_CHANGED:
LOGV("APP_CMD_INPUT_CHANGED\n");
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
android_app->inputQueue = android_app->pendingInputQueue;
if (android_app->inputQueue != NULL) {
LOGV("Attaching input queue to looper");
AInputQueue_attachLooper(android_app->inputQueue,
android_app->looper, LOOPER_ID_INPUT, NULL,
&android_app->inputPollSource);
}
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_INIT_WINDOW:
LOGV("APP_CMD_INIT_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = android_app->pendingWindow;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_cond_broadcast(&android_app->cond);
break;
case APP_CMD_RESUME:
case APP_CMD_START:
case APP_CMD_PAUSE:
case APP_CMD_STOP:
LOGV("activityState=%d\n", cmd);
pthread_mutex_lock(&android_app->mutex);
android_app->activityState = cmd;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_CONFIG_CHANGED:
LOGV("APP_CMD_CONFIG_CHANGED\n");
AConfiguration_fromAssetManager(android_app->config,
android_app->activity->assetManager);
print_cur_config(android_app);
break;
case APP_CMD_DESTROY:
LOGV("APP_CMD_DESTROY\n");
android_app->destroyRequested = 1;
break;
}
}
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = NULL;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_SAVE_STATE:
LOGV("APP_CMD_SAVE_STATE\n");
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_RESUME:
free_saved_state(android_app);
break;
}
}
static void android_app_destroy(struct android_app* android_app) {
LOGV("android_app_destroy!");
free_saved_state(android_app);
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
AConfiguration_delete(android_app->config);
android_app->destroyed = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
// После этого нельзя изменять объект android_app.
}
static void process_input(struct android_app* app, struct android_poll_source* source) {
AInputEvent* event = NULL;
while (AInputQueue_getEvent(app->inputQueue, &event) >= 0) {
LOGV("New input event: type=%d\n", AInputEvent_getType(event));
if (AInputQueue_preDispatchEvent(app->inputQueue, event)) {
continue;
}
int32_t handled = 0;
if (app->onInputEvent != NULL) handled = app->onInputEvent(app, event);
AInputQueue_finishEvent(app->inputQueue, event, handled);
}
}
static void process_cmd(struct android_app* app, struct android_poll_source* source) {
int8_t cmd = android_app_read_cmd(app);
android_app_pre_exec_cmd(app, cmd);
if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
android_app_post_exec_cmd(app, cmd);
}
static void* android_app_entry(void* param) {
struct android_app* android_app = (struct android_app*)param;
android_app->config = AConfiguration_new();
AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager);
print_cur_config(android_app);
android_app->cmdPollSource.id = LOOPER_ID_MAIN;
android_app->cmdPollSource.app = android_app;
android_app->cmdPollSource.process = process_cmd;
android_app->inputPollSource.id = LOOPER_ID_INPUT;
android_app->inputPollSource.app = android_app;
android_app->inputPollSource.process = process_input;
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
&android_app->cmdPollSource);
android_app->looper = looper;
pthread_mutex_lock(&android_app->mutex);
android_app->running = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
android_main(android_app);
android_app_destroy(android_app);
return NULL;
}
// --------------------------------------------------------------------
// Взаимодействие NativeАctivity (вызванное из основного потока)
// --------------------------------------------------------------------
static struct android_app* android_app_create(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app));
memset(android_app, 0, sizeof(struct android_app));
android_app->activity = activity;
pthread_mutex_init(&android_app->mutex, NULL);
pthread_cond_init(&android_app->cond, NULL);
if (savedState != NULL) {
android_app->savedState = malloc(savedStateSize);
android_app->savedStateSize = savedStateSize;
memcpy(android_app->savedState, savedState, savedStateSize);
}
int msgpipe[2];
if (pipe(msgpipe)) {
LOGE("could not create pipe: %s", strerror(errno));
return NULL;
}
android_app->msgread = msgpipe[0];
android_app->msgwrite = msgpipe[1];
pthread_attr_t attr;
pthread_attr_init(&attr);
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
// Дождитесь запуска потока.
pthread_mutex_lock(&android_app->mutex);
while (!android_app->running) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
return android_app;
}
static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
LOGE("Failure writing android_app cmd: %s\n", strerror(errno));
}
}
static void android_app_set_input(struct android_app* android_app, AInputQueue* inputQueue) {
pthread_mutex_lock(&android_app->mutex);
android_app->pendingInputQueue = inputQueue;
android_app_write_cmd(android_app, APP_CMD_INPUT_CHANGED);
while (android_app->inputQueue != android_app->pendingInputQueue) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_window(struct android_app* android_app, ANativeWindow* window) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->pendingWindow != NULL) {
android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
}
android_app->pendingWindow = window;
if (window != NULL) {
android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
}
while (android_app->window != android_app->pendingWindow) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_activity_state(struct android_app* android_app, int8_t cmd) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, cmd);
while (android_app->activityState != cmd) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_free(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, APP_CMD_DESTROY);
while (!android_app->destroyed) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
close(android_app->msgread);
close(android_app->msgwrite);
pthread_cond_destroy(&android_app->cond);
pthread_mutex_destroy(&android_app->mutex);
free(android_app);
}
static void onDestroy(ANativeActivity* activity) {
LOGV("Destroy: %p\n", activity);
android_app_free((struct android_app*)activity->instance);
}
static void onStart(ANativeActivity* activity) {
LOGV("Start: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_START);
}
static void onResume(ANativeActivity* activity) {
LOGV("Resume: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_RESUME);
}
static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen) {
struct android_app* android_app = (struct android_app*)activity->instance;
void* savedState = NULL;
LOGV("SaveInstanceState: %p\n", activity);
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 0;
android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
while (!android_app->stateSaved) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
if (android_app->savedState != NULL) {
savedState = android_app->savedState;
*outLen = android_app->savedStateSize;
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
return savedState;
}
static void onPause(ANativeActivity* activity) {
LOGV("Pause: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_PAUSE);
}
static void onStop(ANativeActivity* activity) {
LOGV("Stop: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_STOP);
}
static void onConfigurationChanged(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("ConfigurationChanged: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_CONFIG_CHANGED);
}
static void onLowMemory(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("LowMemory: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_LOW_MEMORY);
}
static void onWindowFocusChanged(ANativeActivity* activity, int focused) {
LOGV("WindowFocusChanged: %p -- %d\n", activity, focused);
android_app_write_cmd((struct android_app*)activity->instance,
focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS);
}
static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowCreated: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, window);
}
static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowDestroyed: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, NULL);
}
static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueCreated: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, queue);
}
static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueDestroyed: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, NULL);
}
void ANativeActivity_onCreate(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
LOGV("Creating: %p\n", activity);
activity->callbacks->onDestroy = onDestroy;
activity->callbacks->onStart = onStart;
activity->callbacks->onResume = onResume;
activity->callbacks->onSaveInstanceState = onSaveInstanceState;
activity->callbacks->onPause = onPause;
activity->callbacks->onStop = onStop;
activity->callbacks->onConfigurationChanged = onConfigurationChanged;
activity->callbacks->onLowMemory = onLowMemory;
activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
activity->callbacks->onInputQueueCreated = onInputQueueCreated;
activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed;
activity->instance = android_app_create(activity, savedState, savedStateSize);
}

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@@ -0,0 +1,344 @@
/*
* © 2010 The Android Open Source Project
*
* Лицензировано по лицензии Apache License, версия 2.0 ( "Лицензия");
*этот файл можно использовать только в соответствии с лицензией.
*Копию лицензии можно получить на веб-сайте
*
* http://www.apache.org/licenses/LICENSE-2.0
*
*Если только не требуется в соответствии с применимым законодательством или согласовано в письменном виде, программное обеспечение
* распространяется в рамках лицензии на УСЛОВИЯХ "КАК ЕСТЬ",
* БЕЗ ГАРАНТИЙ И УСЛОВИЙ ЛЮБОГО РОДА, явно выраженных и подразумеваемых.
* См. лицензию для получения информации об определенных разрешениях по использованию языка и
* ограничениях в рамках лицензии.
*
*/
#ifndef _ANDROID_NATIVE_APP_GLUE_H
#define _ANDROID_NATIVE_APP_GLUE_H
#include <poll.h>
#include <pthread.h>
#include <sched.h>
#include <android/configuration.h>
#include <android/looper.h>
#include <android/native_activity.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* Интерфейс NativeActivity, предоставленный <android/native_activity.h>,
* основан на наборе предоставленных приложением обратных вызовов, которые вызываются
*основным потоком действия при возникновении определенных событий.
*
* Это означает, что ни один из данных обратных вызовов _не_ _должен_ блокироваться, иначе
* существует риск принудительного закрытия приложения системой. Эта модель программирования
* прямая, простая, но имеет ограничения.
*
* Статическая библиотека threaded_native_app используется для обеспечения другой
* модели выполнения, в которой приложение может реализовать свой собственный цикл главного события
* в другом потоке вместо этого. Это работает так:
*
* 1/ Приложение должно предоставить функцию с именем android_main(), которая
* будет вызываться при создании действия в новом потоке,
* отличающемся от основного потока действия.
*
* 2/ android_main() получает указатель на допустимую структуру android_app,
* которая содержит ссылки на другие важные объекты, например экземпляр объекта
* ANativeActivity, где выполняется приложение.
*
* 3/ Объект android_app содержит экземпляр ALooper, который уже
* ожидает две важных вещи:
*
* - событий жизненного цикла действия (например, "pause", "resume"). См. объявления APP_CMD_XXX
* ниже.
*
* - входных событий, поступающих из очереди AInputQueue, присоединенной к действию.
*
* Каждое из этих событий соответствует идентификатору ALooper, возвращенному
* ALooper_pollOnce со значениями LOOPER_ID_MAIN и LOOPER_ID_INPUT,
*, соответственно.
*
* Ваше приложение может использовать тот же ALooper для прослушивания дополнительных
* дескрипторов файла. Они могут быть основаны либо на обратных вызовах, либо поступают с идентификаторами возврата,
* начинающимися с LOOPER_ID_USER.
*
* 4/ При получении события LOOPER_ID_MAIN или LOOPER_ID_INPUT
* возвращенные данные будут указывать на структуру android_poll_source. Для нее
* можно вызвать функцию process() и заполнить android_app->onAppCmd
* и android_app->onInputEvent, для того чтобы они вызывались для вашей собственной обработки
* события.
*
* Вместо этого можно вызвать функции нижнего уровня для чтения и обработки
* данных непосредственно... посмотрите на реализации process_cmd() и process_input()
* в приклеивании, чтобы выяснить, как это делается.
*
* См. пример "native-activity" в NDK с
* полной демонстрацией использования. Также посмотрите JavaDoc в NativeActivity.
*/
struct android_app;
/**
* Данные, связанные с ALooper fd, которые будут возвращаться как outData
* при готовности данных в этом источнике.
*/
struct android_poll_source {
// Идентификатор данного источника. Может быть LOOPER_ID_MAIN или
// LOOPER_ID_INPUT.
int32_t id;
// android_app, с которым связан данный идентификатор.
struct android_app* app;
// Функция, вызываемая для стандартной обработки данных из
// этого источника.
void (*process)(struct android_app* app, struct android_poll_source* source);
};
/**
* Это интерфейс стандартного кода приклеивания поточного
* приложения. В этой модели код приложения выполняется
* в своем собственном потоке, отдельном от основного потока процесса.
* Не требуется связь данного потока с ВМ Java
*, хотя это необходимо для выполнения вызовов JNI любых
* объектов Java.
*/
struct android_app {
// Приложение может поместить указатель на свой собственный объект состояния
// здесь, если нужно.
void* userData;
// Введите здесь код функции для обработки основных команд приложения (APP_CMD_*)
void (*onAppCmd)(struct android_app* app, int32_t cmd);
// Введите здесь код функции для обработки входных событий. Сейчас
// событие уже было предварительно отправлено и будет завершено при
// возврате. Верните 1, если событие обработано, 0 — для любой диспетчеризации
// по умолчанию.
int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
// Экземпляр объекта ANativeActivity, в котором выполняется это приложение.
ANativeActivity* activity;
// Текущая конфигурация, в которой выполняется это приложение.
AConfiguration* config;
// Это последнее сохраненное состояние экземпляра, предоставленное во время создания.
// Значение равно NULL, если состояния не было. Можно использовать это по мере необходимости;
// память останется доступной до вызова android_app_exec_cmd() для
// APP_CMD_RESUME, после чего она будет освобождена, а savedState получит значение NULL.
// Эти переменные необходимо изменять только при обработке APP_CMD_SAVE_STATE,
// когда их значения будут инициализироваться в NULL и можно будет выполнить malloc для
// состояния и поместить здесь информацию. В этом случае память будет
// освобождена позднее.
void* savedState;
size_t savedStateSize;
// ALooper, связанный с потоком приложения.
ALooper* looper;
// Если значение не равно NULL, то это входная очередь, из которой приложение будет
// получать входные события пользователя.
AInputQueue* inputQueue;
// Если значение не равно NULL, то это поверхность окна, в котором приложение может рисовать.
ANativeWindow* window;
// Текущий прямоугольник содержимого окна. Это область, в которой
// должно помещаться содержимое окна, чтобы его видел пользователь.
ARect contentRect;
// Текущее состояние действия приложения. Может быть APP_CMD_START,
// APP_CMD_RESUME, APP_CMD_PAUSE или APP_CMD_STOP; см. ниже.
int activityState;
// Значение не равно нулю, когда NativeActivity приложения
// разрушается и ожидает завершения потока приложения.
int destroyRequested;
// -------------------------------------------------
// Ниже показан "частная" реализация кода прилипания.
pthread_mutex_t mutex;
pthread_cond_t cond;
int msgread;
int msgwrite;
pthread_t thread;
struct android_poll_source cmdPollSource;
struct android_poll_source inputPollSource;
int running;
int stateSaved;
int destroyed;
int redrawNeeded;
AInputQueue* pendingInputQueue;
ANativeWindow* pendingWindow;
ARect pendingContentRect;
};
enum {
/**
* Идентификатор данных Looper команд, поступающих из основного потока приложения, который
* возвращается как идентификатор от ALooper_pollOnce(). Данные для этого идентификатора
* являются указателем на структуру android_poll_source.
* Их можно извлечь и обработать с помощью android_app_read_cmd()
* и android_app_exec_cmd().
*/
LOOPER_ID_MAIN = 1,
/**
* Идентификатор данных Looper событий, поступающий из AInputQueue окна
* приложения, который возвращается как идентификатор из
* ALooper_pollOnce(). Данные этого идентификатора являются указателем на структуру
* android_poll_source. Их можно прочитать через объект inputQueue
* приложения android_app.
*/
LOOPER_ID_INPUT = 2,
/**
* Запуск определяемых пользователем идентификаторов ALooper.
*/
LOOPER_ID_USER = 3,
};
enum {
/**
* Команда из основного потока: AInputQueue изменена. После обработки
* этой команды android_app->inputQueue будет обновлена в новую очередь
* (или NULL).
*/
APP_CMD_INPUT_CHANGED,
/**
* Команда из основного потока: новое окно ANativeWindow готово к использованию. После
* получения этой команды окно android_app-> будет содержать новую поверхность
*окна.
*/
APP_CMD_INIT_WINDOW,
/**
* Команда из основного потока: существующее окно ANativeWindow необходимо
* прекратить. После получения этой команды окно android_app->по-прежнему
* содержит существующее окно; после вызова android_app_exec_cmd
* оно получит значение NULL.
*/
APP_CMD_TERM_WINDOW,
/**
* Команда из основного потока: текущее окно ANativeWindow изменило размер.
* Перерисуйте согласно новом размеру.
*/
APP_CMD_WINDOW_RESIZED,
/**
* Команда из основного потока: системе необходимо, чтобы текущее окно ANativeWindow
* было перерисовано. Необходимо перерисовать окно перед ее передачей в
* android_app_exec_cmd(), чтобы избежать переходных сбоев рисования.
*/
APP_CMD_WINDOW_REDRAW_NEEDED,
/**
* Команда из основного потока: область содержимого окна изменена
* таким образом, что из функционального ввода окно показывается или скрывается. Можно
* найти новый прямоугольник содержимого в android_app::contentRect.
*/
APP_CMD_CONTENT_RECT_CHANGED,
/**
* Команда из основного потока: окно действия приложения получило
* фокус ввода.
*/
APP_CMD_GAINED_FOCUS,
/**
* Команда из основного потока: окно действия приложения потеряло
* фокус ввода.
*/
APP_CMD_LOST_FOCUS,
/**
* Команда из основного потока: изменена текущая конфигурация устройства.
*/
APP_CMD_CONFIG_CHANGED,
/**
* Команда из основного потока: системе не хватает памяти.
* Попробуйте уменьшить использование памяти.
*/
APP_CMD_LOW_MEMORY,
/**
* Команда из основного потока: действие приложения было запущено.
*/
APP_CMD_START,
/**
* Команда из основного потока: действие приложения было возобновлено.
*/
APP_CMD_RESUME,
/**
* Команда из основного потока: приложение должно создать новое сохраненное состояние
* для себя, чтобы восстанавливаться из него позднее в случае необходимости. Если вы сохранили состояние,
* выделите его с использованием malloc и поместите в android_app.savedState с
* размером android_app.savedStateSize. Память будет освобождена
* позднее.
*/
APP_CMD_SAVE_STATE,
/**
* Команда из основного потока: пауза в действии приложения.
*/
APP_CMD_PAUSE,
/**
* Команда из основного потока: действие приложения было остановлено.
*/
APP_CMD_STOP,
/**
* Команда из основного потока: действие приложения уничтожается,
* и ожидает очистки потока приложения и выхода перед обработкой.
*/
APP_CMD_DESTROY,
};
/**
* Вызовите, когда ALooper_pollAll() возвращает LOOPER_ID_MAIN, при чтении следующего сообщения команды
*приложения.
*/
int8_t android_app_read_cmd(struct android_app* android_app);
/**
* Вызовите с помощью команды, возвращенной android_app_read_cmd() для выполнения
* начальной предварительной обработки данной команды. Можно выполнить собственные
* действия для команды после вызова этой функции.
*/
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* Вызовите с помощью команды, возвращенной android_app_read_cmd(), для
* окончательной предварительной обработки данной команды. Необходимо завершить собственные
* действия с командой до вызова этой функции.
*/
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* Это функция, которую должен реализовать код приложения, представляет собой
* главный вход в приложение.
*/
extern void android_main(struct android_app* app);
#ifdef __cplusplus
}
#endif
#endif /* _ANDROID_NATIVE_APP_GLUE_H */

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/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 <user_name> (@<user_github>)
* Adapt for Visual Studio: Vadim Boev (Kronka Dev)
*
********************************************************************************************/
#include "android_native_app_glue.h"
#include "../../../../src/raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
// TODO: Load resources / Initialize variables at this point
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables / Implement example logic at this point
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw everything that requires to be drawn at this point:
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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<?xml version="1.0" encoding="utf-8"?>
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<application android:label="@string/app_name" android:hasCode="false">
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This will take care of integrating with our NDK code. -->
<activity android:name="android.app.NativeActivity" android:label="@string/app_name" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation|keyboardHidden|screenSize" android:screenOrientation="landscape">
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<category android:name="android.intent.category.LAUNCHER"/>
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</activity>
</application>
</manifest>

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<?xml version="1.0" encoding="UTF-8"?>
<project name="$(projectname)" default="help">
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This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
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<property environment="env" />
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This file is an integral part of the build system for your
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Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
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****** IMPORTANT ******
***********************
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# Project target
target=$(androidapilevel)
# Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir=

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