mirror of
https://github.com/Ed94/gencpp.git
synced 2024-12-22 07:44:45 -08:00
Got refactored raylib working in the vis_ast binary
Now to make that debugger...
This commit is contained in:
parent
053daaf877
commit
36ebbfe29b
9
.vscode/launch.json
vendored
9
.vscode/launch.json
vendored
@ -49,6 +49,15 @@
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"args": [],
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"cwd": "${workspaceFolder}/project/auxillary/vis_ast/dependencies/temp/raylib-master/src/",
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"visualizerFile": "${workspaceFolder}/scripts/gencpp.natvis"
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},
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{
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"type": "cppvsdbg",
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"request": "launch",
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"name": "Debug VIS AST",
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"program": "${workspaceFolder}/project/auxillary/vis_ast/binaries/vis_ast.exe",
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"args": [],
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"cwd": "${workspaceFolder}/project/auxillary/vis_ast/binaries/",
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"visualizerFile": "${workspaceFolder}/scripts/gencpp.natvis"
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}
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]
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}
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@ -15,6 +15,7 @@ $path_vis_root = Join-Path $path_aux 'vis_ast'
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$path_binaries = Join-Path $path_vis_root 'binaries'
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$path_build = Join-Path $path_vis_root 'build'
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$path_code = Join-Path $path_vis_root 'code'
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$path_deps = Join-Path $path_vis_root 'dependencies'
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$path_win32 = Join-Path $path_code 'win32'
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Import-Module $target_arch
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@ -66,10 +67,26 @@ if ( (Test-Path $path_binaries) -eq $false ) {
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New-Item $path_binaries -ItemType Directory
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}
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$path_raylib = join-path $path_deps 'raylib'
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$path_raylib_inc = join-path $path_raylib 'include'
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$path_raylib_lib = join-path $path_raylib 'lib'
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$path_raylib_dll = join-path $path_raylib_lib 'raylib.dll'
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$path_raylib_dll_bin = join-path $path_binaries 'raylib.dll'
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Copy-Item $path_raylib_dll $path_raylib_dll_bin -Force
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$includes = @(
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$paht_code
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$path_code,
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$path_deps
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)
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write-host $path_code
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foreach ( $include in $includes ) {
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Write-Host 'include: ' $include
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}
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# Microsoft
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$lib_gdi32 = 'Gdi32.lib'
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$lib_xinput = 'Xinput.lib'
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@ -82,6 +99,7 @@ $compiler_args = @(
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($flag_define + 'UNICODE'),
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($flag_define + '_UNICODE')
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( $flag_define + 'INTELLISENSE_DIRECTIVES=0'),
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( $flag_define + 'RL_USE_LIBTYPE_SHARED')
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# ($flag_set_stack_size + $stack_size)
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$flag_wall
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$flag_warnings_as_errors
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@ -97,7 +115,9 @@ else {
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$linker_args = @(
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$flag_link_win_subsystem_windows,
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$flag_link_optiiize_references
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$flag_link_optiiize_references,
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( join-path $path_raylib_lib 'raylib.lib' )
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)
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$unit = join-path $path_code 'vis_ast_windows.cpp'
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@ -0,0 +1,22 @@
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$path_root = git rev-parse --show-toplevel
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$path_scripts = Join-Path $path_root 'scripts'
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$target_arch = Join-Path $path_scripts 'helpers/target_arch.psm1'
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$devshell = Join-Path $path_scripts 'helpers/devshell.ps1'
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$format_cpp = Join-Path $path_scripts 'helpers/format_cpp.psm1'
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$incremental_checks = Join-Path $path_scripts 'helpers/incremental_checks.ps1'
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$vendor_toolchain = Join-Path $path_scripts 'helpers/vendor_toolchain.ps1'
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$path_project = Join-Path $path_root 'project'
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$path_aux = Join-Path $path_project 'auxillary'
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$path_vis_root = Join-Path $path_aux 'vis_ast'
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$path_binaries = Join-Path $path_vis_root 'binaries'
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$path_build = Join-Path $path_vis_root 'build'
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if ( test-path $path_build ) {
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remove-item $path_build -Recurse
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}
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if ( test-path $path_binaries ) {
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remove-item $path_binaries -recurse
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}
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@ -1,8 +1,45 @@
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#if INTELLISENSE_DIRECTIVES
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#include "win32.hpp"
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#include "raylib/include/raylib.h"
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#endif
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int __stdcall WinMain( HINSTANCE instance, HINSTANCE prev_instance, char* commandline, int num_cmd_show)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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rl::init_window(screenWidth, screenHeight, "raylib [core] example - basic window");
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rl::set_target_fps(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl::window_should_close()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl::begin_drawing();
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rl::clear_background(RL_RAYWHITE);
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rl::draw_text("Congrats! You created your first window!", 190, 200, 20, RL_LIGHTGRAY);
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rl::end_drawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl::close_window(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -1,3 +1,5 @@
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#include "platform/vendor/arch.hpp"
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#include "platform/vendor/compiler.hpp"
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#include "platform/vendor/compiler_ignores.hpp"
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@ -7,4 +9,6 @@
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#include "platform/win32/types.hpp"
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#include "raylib/include/raylib.h"
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#include "platform/win32/launch.cpp"
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@ -25,12 +25,12 @@
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*
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**********************************************************************************************/
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#ifndef RL_CONFIG_H
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#define RL_CONFIG_H
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#ifndef CONFIG_H
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#define CONFIG_H
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//------------------------------------------------------------------------------------
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// Module selection - Some modules could be avoided
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// Mandatory modules: rcore, RLGL_, utils
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// Mandatory modules: rcore, rlgl, utils
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//------------------------------------------------------------------------------------
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#define RL_SUPPORT_MODULE_RSHAPES 1
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#define RL_SUPPORT_MODULE_RTEXTURES 1
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@ -41,12 +41,12 @@
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//------------------------------------------------------------------------------------
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// Module: rcore - Configuration Flags
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//------------------------------------------------------------------------------------
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// RL_Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
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// Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
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#define RL_SUPPORT_CAMERA_SYSTEM 1
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// Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
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#define RL_SUPPORT_GESTURES_SYSTEM 1
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// Include pseudo-random numbers generator (rprand.h), based on Xoshiro128** and SplitMix64
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#define SUPPORT_RPRAND_GENERATOR 1
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#define RL_SUPPORT_RPRAND_GENERATOR 1
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// Mouse gestures are directly mapped like touches and processed by gestures system
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#define RL_SUPPORT_MOUSE_GESTURES 1
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// Reconfigure standard input to receive key inputs, works with SSH connection.
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@ -55,21 +55,21 @@
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// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
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#define RL_SUPPORT_WINMM_HIGHRES_TIMER 1
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// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
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//#define SUPPORT_BUSY_WAIT_LOOP 1
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//#define RL_SUPPORT_BUSY_WAIT_LOOP 1
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// Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy
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#define RL_SUPPORT_PARTIALBUSY_WAIT_LOOP 1
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// Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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#define RL_SUPPORT_SCREEN_CAPTURE 1
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// Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
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#define RL_SUPPORT_GIF_RECORDING 1
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// Support RL_CompressData() and RL_DecompressData() functions
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// Support CompressData() and DecompressData() functions
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#define RL_SUPPORT_COMPRESSION_API 1
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// Support automatic generated events, loading and recording of those events when required
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#define RL_SUPPORT_AUTOMATION_EVENTS 1
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// Support custom frame control, only for advance users
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// By default RL_EndDrawing() does this job: draws everything + RL_SwapScreenBuffer() + manage frame timing + RL_PollInputEvents()
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// By default end_drawing() does this job: draws everything + swap_screen_buffer() + manage frame timing + poll_input_events()
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// Enabling this flag allows manual control of the frame processes, use at your own risk
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//#define SUPPORT_CUSTOM_FRAME_CONTROL 1
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//#define RL_SUPPORT_CUSTOM_FRAME_CONTROL 1
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// rcore: Configuration values
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//------------------------------------------------------------------------------------
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@ -90,7 +90,7 @@
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#define RL_MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
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//------------------------------------------------------------------------------------
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// Module: RLGL_ - Configuration values
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// Module: rlgl - Configuration values
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//------------------------------------------------------------------------------------
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// Enable OpenGL Debug Context (only available on OpenGL 4.3)
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@ -102,9 +102,9 @@
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//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // Default internal render batch elements limits
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#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (RL_SetShaderValueTexture())
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#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (set_shader_value_texture())
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#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal RL_Matrix stack
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#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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@ -168,7 +168,7 @@
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// Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)
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#define RL_SUPPORT_IMAGE_GENERATION 1
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// Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop...
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// If not defined, still some functions are supported: RL_ImageFormat(), RL_ImageCrop(), RL_ImageToPOT()
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// If not defined, still some functions are supported: image_format(), image_crop(), image_to_pot()
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#define RL_SUPPORT_IMAGE_MANIPULATION 1
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@ -183,18 +183,18 @@
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#define RL_SUPPORT_FILEFORMAT_TTF 1
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// Support text management functions
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// If not defined, still some functions are supported: RL_TextLength(), RL_TextFormat()
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// If not defined, still some functions are supported: text_length(), TextFormat()
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#define RL_SUPPORT_TEXT_MANIPULATION 1
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// On font atlas image generation [RL_GenImageFontAtlas()], add a 3x3 pixels white rectangle
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// On font atlas image generation [gen_image_font_atlas()], add a 3x3 pixels white rectangle
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// at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow
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// drawing text and shapes with a single draw call [RL_SetShapesTexture()].
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// drawing text and shapes with a single draw call [set_shapes_texture()].
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#define RL_SUPPORT_FONT_ATLAS_WHITE_REC 1
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// rtext: Configuration values
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//------------------------------------------------------------------------------------
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#define RL_MAX_TEXT_BUFFER_LENGTH 1024 // RL_Size of internal static buffers used on some functions:
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// RL_TextFormat(), RL_TextSubtext(), RL_TextToUpper(), RL_TextToLower(), RL_TextToPascal(), TextSplit()
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#define RL_MAX_TEXT_BUFFER_LENGTH 1024 // Size of internal static buffers used on some functions:
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// TextFormat(), TextSubtext(), TextToUpper(), TextToLower(), TextToPascal(), TextSplit()
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#define RL_MAX_TEXTSPLIT_COUNT 128 // Maximum number of substrings to split: TextSplit()
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@ -243,7 +243,7 @@
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// Standard file io library (stdio.h) included
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#define RL_SUPPORT_STANDARD_FILEIO 1
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// Show RL_TRACELOG() output messages
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// NOTE: By default RL_LOG_DEBUG traces not shown
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// NOTE: By default LOG_DEBUG traces not shown
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#define RL_SUPPORT_TRACELOG 1
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//#define RL_SUPPORT_TRACELOG_DEBUG 1
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@ -251,12 +251,35 @@
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//------------------------------------------------------------------------------------
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#define RL_MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
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#endif // RL_CONFIG_H
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#endif // CONFIG_H
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#if defined(__cplusplus)
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#define RL_NS_BEGIN namespace raylib {
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// Indicates of raylib has been refactored
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#ifndef RL_REFACTORED_CPP
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#define RL_REFACTORED_CPP
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#endif
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#define RL_USE_CPP_NAMESPACE 1
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#define RL_USE_CPP_MANGLING 1
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#if RL_USE_CPP_NAMESPACE && defined(__cplusplus)
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#pragma message("USING CPP NAMESPACE")
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#define RL_NS_BEGIN namespace rl {
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#define RL_NS_END }
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#else
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#define RL_NS_BEGIN
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#define RL_NS_END
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#endif
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#if RL_USE_CPP_MANGLING && defined(__cplusplus)
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#pragma message("USING CPP MANGLING")
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#define RL_EXTERN_C_BEGIN
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#define RL_EXTERN_C_END
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#else
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#ifdef __cplusplus
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#define RL_EXTERN_C_BEGIN extern "C" {
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#define RL_EXTERN_C_END }
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#else
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#define RL_EXTERN_C_BEGIN
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#define RL_EXTERN_C_END
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#endif
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#endif
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -72,57 +72,59 @@
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#define RL_CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
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#endif
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RL_NS_BEGIN
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for standalone usage
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//----------------------------------------------------------------------------------
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#if defined(RCAMERA_STANDALONE)
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// RL_Vector2, 2 components
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typedef struct RL_Vector2 {
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// Vector2, 2 components
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typedef struct Vector2 {
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float x; // Vector x component
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float y; // Vector y component
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} RL_Vector2;
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} Vector2;
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// RL_Vector3, 3 components
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typedef struct RL_Vector3 {
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// Vector3, 3 components
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typedef struct Vector3 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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} RL_Vector3;
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} Vector3;
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// RL_Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct RL_Matrix {
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float m0, m4, m8, m12; // RL_Matrix first row (4 components)
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float m1, m5, m9, m13; // RL_Matrix second row (4 components)
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float m2, m6, m10, m14; // RL_Matrix third row (4 components)
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float m3, m7, m11, m15; // RL_Matrix fourth row (4 components)
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} RL_Matrix;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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// RL_Camera type, defines a camera position/orientation in 3d space
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typedef struct RL_Camera3D {
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RL_Vector3 position; // RL_Camera position
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RL_Vector3 target; // RL_Camera target it looks-at
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RL_Vector3 up; // RL_Camera up vector (rotation over its axis)
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float fovy; // RL_Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // RL_Camera projection type: RL_CAMERA_PERSPECTIVE or RL_CAMERA_ORTHOGRAPHIC
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} RL_Camera3D;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef RL_Camera3D RL_Camera; // RL_Camera type fallback, defaults to RL_Camera3D
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// RL_Camera projection
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// Camera projection
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typedef enum {
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RL_CAMERA_PERSPECTIVE = 0, // Perspective projection
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RL_CAMERA_ORTHOGRAPHIC // Orthographic projection
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} RL_CameraProjection;
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CAMERA_PERSPECTIVE = 0, // Perspective projection
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CAMERA_ORTHOGRAPHIC // Orthographic projection
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} CameraProjection;
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// RL_Camera system modes
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// Camera system modes
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typedef enum {
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RL_CAMERA_CUSTOM = 0, // RL_Camera custom, controlled by user (RL_UpdateCamera() does nothing)
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RL_CAMERA_FREE, // RL_Camera free mode
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RL_CAMERA_ORBITAL, // RL_Camera orbital, around target, zoom supported
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RL_CAMERA_FIRST_PERSON, // RL_Camera first person
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RL_CAMERA_THIRD_PERSON // RL_Camera third person
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} RL_CameraMode;
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CAMERA_CUSTOM = 0, // Camera custom, controlled by user (update_camera() does nothing)
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CAMERA_FREE, // Camera free mode
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CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
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CAMERA_FIRST_PERSON, // Camera first person
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CAMERA_THIRD_PERSON // Camera third person
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} CameraMode;
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#endif
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//----------------------------------------------------------------------------------
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@ -134,31 +136,29 @@
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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RL_EXTERN_C_BEGIN
|
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|
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RLAPI RL_Vector3 GetCameraForward(RL_Camera *camera);
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RLAPI RL_Vector3 GetCameraUp(RL_Camera *camera);
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RLAPI RL_Vector3 GetCameraRight(RL_Camera *camera);
|
||||
RLAPI Vector3 get_camera_forward(Camera *camera);
|
||||
RLAPI Vector3 get_camera_up(Camera *camera);
|
||||
RLAPI Vector3 get_camera_right(Camera *camera);
|
||||
|
||||
// RL_Camera movement
|
||||
RLAPI void CameraMoveForward(RL_Camera *camera, float distance, bool moveInWorldPlane);
|
||||
RLAPI void CameraMoveUp(RL_Camera *camera, float distance);
|
||||
RLAPI void CameraMoveRight(RL_Camera *camera, float distance, bool moveInWorldPlane);
|
||||
RLAPI void CameraMoveToTarget(RL_Camera *camera, float delta);
|
||||
// Camera movement
|
||||
RLAPI void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane);
|
||||
RLAPI void camera_move_up(Camera *camera, float distance);
|
||||
RLAPI void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane);
|
||||
RLAPI void camera_move_to_target(Camera *camera, float delta);
|
||||
|
||||
// RL_Camera rotation
|
||||
RLAPI void CameraYaw(RL_Camera *camera, float angle, bool rotateAroundTarget);
|
||||
RLAPI void CameraPitch(RL_Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
|
||||
RLAPI void CameraRoll(RL_Camera *camera, float angle);
|
||||
// Camera rotation
|
||||
RLAPI void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget);
|
||||
RLAPI void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
|
||||
RLAPI void camera_roll(Camera *camera, float angle);
|
||||
|
||||
RLAPI RL_Matrix GetCameraViewMatrix(RL_Camera *camera);
|
||||
RLAPI RL_Matrix GetCameraProjectionMatrix(RL_Camera* camera, float aspect);
|
||||
RLAPI Matrix get_camera_view_matrix(Camera *camera);
|
||||
RLAPI Matrix get_camera_projection_matrix(Camera* camera, float aspect);
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
RL_EXTERN_C_END
|
||||
|
||||
RL_NS_END
|
||||
|
||||
#endif // RCAMERA_H
|
||||
|
||||
@ -172,47 +172,47 @@ RLAPI RL_Matrix GetCameraProjectionMatrix(RL_Camera* camera, float aspect);
|
||||
#if defined(RCAMERA_IMPLEMENTATION)
|
||||
|
||||
#include "raymath.h" // Required for vector maths:
|
||||
// RL_Vector3Add()
|
||||
// RL_Vector3Subtract()
|
||||
// RL_Vector3Scale()
|
||||
// RL_Vector3Normalize()
|
||||
// RL_Vector3Distance()
|
||||
// RL_Vector3CrossProduct()
|
||||
// RL_Vector3RotateByAxisAngle()
|
||||
// RL_Vector3Angle()
|
||||
// RL_Vector3Negate()
|
||||
// RL_MatrixLookAt()
|
||||
// RL_MatrixPerspective()
|
||||
// RL_MatrixOrtho()
|
||||
// RL_MatrixIdentity()
|
||||
// vector3_add()
|
||||
// vector3_subtract()
|
||||
// vector3_scale()
|
||||
// vector3_normalize()
|
||||
// vector3_distance()
|
||||
// vector3_cross_product()
|
||||
// vector3_rotate_by_axis_angle()
|
||||
// vector3_angle()
|
||||
// vector3_negate()
|
||||
// matrix_look_at()
|
||||
// matrix_perspective()
|
||||
// matrix_ortho()
|
||||
// matrix_identity()
|
||||
|
||||
// raylib required functionality:
|
||||
// RL_GetMouseDelta()
|
||||
// RL_GetMouseWheelMove()
|
||||
// RL_IsKeyDown()
|
||||
// RL_IsKeyPressed()
|
||||
// RL_GetFrameTime()
|
||||
// get_mouse_delta()
|
||||
// get_mouse_wheel_move()
|
||||
// is_key_down()
|
||||
// is_key_pressed()
|
||||
// get_frame_time()
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define RL_CAMERA_MOVE_SPEED 0.09f
|
||||
#define RL_CAMERA_ROTATION_SPEED 0.03f
|
||||
#define RL_CAMERA_PAN_SPEED 0.2f
|
||||
#define CAMERA_MOVE_SPEED 0.09f
|
||||
#define CAMERA_ROTATION_SPEED 0.03f
|
||||
#define CAMERA_PAN_SPEED 0.2f
|
||||
|
||||
// RL_Camera mouse movement sensitivity
|
||||
#define RL_CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
|
||||
#define RL_CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
|
||||
// Camera mouse movement sensitivity
|
||||
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
|
||||
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
|
||||
|
||||
#define RL_CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
|
||||
|
||||
#define RL_CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
|
||||
#define RL_CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
|
||||
#define RL_CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
|
||||
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
|
||||
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
|
||||
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
|
||||
|
||||
// PLAYER (used by camera)
|
||||
#define RL_PLAYER_MOVEMENT_SENSITIVITY 20.0f
|
||||
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
@ -229,88 +229,90 @@ RLAPI RL_Matrix GetCameraProjectionMatrix(RL_Camera* camera, float aspect);
|
||||
//----------------------------------------------------------------------------------
|
||||
//...
|
||||
|
||||
RL_NS_BEGIN
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Returns the cameras forward vector (normalized)
|
||||
RL_Vector3 GetCameraForward(RL_Camera *camera)
|
||||
Vector3 get_camera_forward(Camera *camera)
|
||||
{
|
||||
return RL_Vector3Normalize(RL_Vector3Subtract(camera->target, camera->position));
|
||||
return vector3_normalize(vector3_subtract(camera->target, camera->position));
|
||||
}
|
||||
|
||||
// Returns the cameras up vector (normalized)
|
||||
// Note: The up vector might not be perpendicular to the forward vector
|
||||
RL_Vector3 GetCameraUp(RL_Camera *camera)
|
||||
Vector3 get_camera_up(Camera *camera)
|
||||
{
|
||||
return RL_Vector3Normalize(camera->up);
|
||||
return vector3_normalize(camera->up);
|
||||
}
|
||||
|
||||
// Returns the cameras right vector (normalized)
|
||||
RL_Vector3 GetCameraRight(RL_Camera *camera)
|
||||
Vector3 get_camera_right(Camera *camera)
|
||||
{
|
||||
RL_Vector3 forward = GetCameraForward(camera);
|
||||
RL_Vector3 up = GetCameraUp(camera);
|
||||
Vector3 forward = get_camera_forward(camera);
|
||||
Vector3 up = get_camera_up(camera);
|
||||
|
||||
return RL_Vector3CrossProduct(forward, up);
|
||||
return vector3_cross_product(forward, up);
|
||||
}
|
||||
|
||||
// Moves the camera in its forward direction
|
||||
void CameraMoveForward(RL_Camera *camera, float distance, bool moveInWorldPlane)
|
||||
void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
{
|
||||
RL_Vector3 forward = GetCameraForward(camera);
|
||||
Vector3 forward = get_camera_forward(camera);
|
||||
|
||||
if (moveInWorldPlane)
|
||||
{
|
||||
// Project vector onto world plane
|
||||
forward.y = 0;
|
||||
forward = RL_Vector3Normalize(forward);
|
||||
forward = vector3_normalize(forward);
|
||||
}
|
||||
|
||||
// Scale by distance
|
||||
forward = RL_Vector3Scale(forward, distance);
|
||||
forward = vector3_scale(forward, distance);
|
||||
|
||||
// Move position and target
|
||||
camera->position = RL_Vector3Add(camera->position, forward);
|
||||
camera->target = RL_Vector3Add(camera->target, forward);
|
||||
camera->position = vector3_add(camera->position, forward);
|
||||
camera->target = vector3_add(camera->target, forward);
|
||||
}
|
||||
|
||||
// Moves the camera in its up direction
|
||||
void CameraMoveUp(RL_Camera *camera, float distance)
|
||||
void camera_move_up(Camera *camera, float distance)
|
||||
{
|
||||
RL_Vector3 up = GetCameraUp(camera);
|
||||
Vector3 up = get_camera_up(camera);
|
||||
|
||||
// Scale by distance
|
||||
up = RL_Vector3Scale(up, distance);
|
||||
up = vector3_scale(up, distance);
|
||||
|
||||
// Move position and target
|
||||
camera->position = RL_Vector3Add(camera->position, up);
|
||||
camera->target = RL_Vector3Add(camera->target, up);
|
||||
camera->position = vector3_add(camera->position, up);
|
||||
camera->target = vector3_add(camera->target, up);
|
||||
}
|
||||
|
||||
// Moves the camera target in its current right direction
|
||||
void CameraMoveRight(RL_Camera *camera, float distance, bool moveInWorldPlane)
|
||||
void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
{
|
||||
RL_Vector3 right = GetCameraRight(camera);
|
||||
Vector3 right = get_camera_right(camera);
|
||||
|
||||
if (moveInWorldPlane)
|
||||
{
|
||||
// Project vector onto world plane
|
||||
right.y = 0;
|
||||
right = RL_Vector3Normalize(right);
|
||||
right = vector3_normalize(right);
|
||||
}
|
||||
|
||||
// Scale by distance
|
||||
right = RL_Vector3Scale(right, distance);
|
||||
right = vector3_scale(right, distance);
|
||||
|
||||
// Move position and target
|
||||
camera->position = RL_Vector3Add(camera->position, right);
|
||||
camera->target = RL_Vector3Add(camera->target, right);
|
||||
camera->position = vector3_add(camera->position, right);
|
||||
camera->target = vector3_add(camera->target, right);
|
||||
}
|
||||
|
||||
// Moves the camera position closer/farther to/from the camera target
|
||||
void CameraMoveToTarget(RL_Camera *camera, float delta)
|
||||
void camera_move_to_target(Camera *camera, float delta)
|
||||
{
|
||||
float distance = RL_Vector3Distance(camera->position, camera->target);
|
||||
float distance = vector3_distance(camera->position, camera->target);
|
||||
|
||||
// Apply delta
|
||||
distance += delta;
|
||||
@ -319,213 +321,213 @@ void CameraMoveToTarget(RL_Camera *camera, float delta)
|
||||
if (distance <= 0) distance = 0.001f;
|
||||
|
||||
// Set new distance by moving the position along the forward vector
|
||||
RL_Vector3 forward = GetCameraForward(camera);
|
||||
camera->position = RL_Vector3Add(camera->target, RL_Vector3Scale(forward, -distance));
|
||||
Vector3 forward = get_camera_forward(camera);
|
||||
camera->position = vector3_add(camera->target, vector3_scale(forward, -distance));
|
||||
}
|
||||
|
||||
// Rotates the camera around its up vector
|
||||
// Yaw is "looking left and right"
|
||||
// If rotateAroundTarget is false, the camera rotates around its position
|
||||
// Note: angle must be provided in radians
|
||||
void CameraYaw(RL_Camera *camera, float angle, bool rotateAroundTarget)
|
||||
void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget)
|
||||
{
|
||||
// Rotation axis
|
||||
RL_Vector3 up = GetCameraUp(camera);
|
||||
Vector3 up = get_camera_up(camera);
|
||||
|
||||
// View vector
|
||||
RL_Vector3 targetPosition = RL_Vector3Subtract(camera->target, camera->position);
|
||||
Vector3 targetPosition = vector3_subtract(camera->target, camera->position);
|
||||
|
||||
// Rotate view vector around up axis
|
||||
targetPosition = RL_Vector3RotateByAxisAngle(targetPosition, up, angle);
|
||||
targetPosition = vector3_rotate_by_axis_angle(targetPosition, up, angle);
|
||||
|
||||
if (rotateAroundTarget)
|
||||
{
|
||||
// Move position relative to target
|
||||
camera->position = RL_Vector3Subtract(camera->target, targetPosition);
|
||||
camera->position = vector3_subtract(camera->target, targetPosition);
|
||||
}
|
||||
else // rotate around camera.position
|
||||
{
|
||||
// Move target relative to position
|
||||
camera->target = RL_Vector3Add(camera->position, targetPosition);
|
||||
camera->target = vector3_add(camera->position, targetPosition);
|
||||
}
|
||||
}
|
||||
|
||||
// Rotates the camera around its right vector, pitch is "looking up and down"
|
||||
// - lockView prevents camera overrotation (aka "somersaults")
|
||||
// - rotateAroundTarget defines if rotation is around target or around its position
|
||||
// - rotateUp rotates the up direction as well (typically only usefull in RL_CAMERA_FREE)
|
||||
// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
|
||||
// NOTE: angle must be provided in radians
|
||||
void CameraPitch(RL_Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||||
void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||||
{
|
||||
// Up direction
|
||||
RL_Vector3 up = GetCameraUp(camera);
|
||||
Vector3 up = get_camera_up(camera);
|
||||
|
||||
// View vector
|
||||
RL_Vector3 targetPosition = RL_Vector3Subtract(camera->target, camera->position);
|
||||
Vector3 targetPosition = vector3_subtract(camera->target, camera->position);
|
||||
|
||||
if (lockView)
|
||||
{
|
||||
// In these camera modes we clamp the Pitch angle
|
||||
// to allow only viewing straight up or down.
|
||||
|
||||
// RL_Clamp view up
|
||||
float maxAngleUp = RL_Vector3Angle(up, targetPosition);
|
||||
// clamp view up
|
||||
float maxAngleUp = vector3_angle(up, targetPosition);
|
||||
maxAngleUp -= 0.001f; // avoid numerical errors
|
||||
if (angle > maxAngleUp) angle = maxAngleUp;
|
||||
|
||||
// RL_Clamp view down
|
||||
float maxAngleDown = RL_Vector3Angle(RL_Vector3Negate(up), targetPosition);
|
||||
// clamp view down
|
||||
float maxAngleDown = vector3_angle(vector3_negate(up), targetPosition);
|
||||
maxAngleDown *= -1.0f; // downwards angle is negative
|
||||
maxAngleDown += 0.001f; // avoid numerical errors
|
||||
if (angle < maxAngleDown) angle = maxAngleDown;
|
||||
}
|
||||
|
||||
// Rotation axis
|
||||
RL_Vector3 right = GetCameraRight(camera);
|
||||
Vector3 right = get_camera_right(camera);
|
||||
|
||||
// Rotate view vector around right axis
|
||||
targetPosition = RL_Vector3RotateByAxisAngle(targetPosition, right, angle);
|
||||
targetPosition = vector3_rotate_by_axis_angle(targetPosition, right, angle);
|
||||
|
||||
if (rotateAroundTarget)
|
||||
{
|
||||
// Move position relative to target
|
||||
camera->position = RL_Vector3Subtract(camera->target, targetPosition);
|
||||
camera->position = vector3_subtract(camera->target, targetPosition);
|
||||
}
|
||||
else // rotate around camera.position
|
||||
{
|
||||
// Move target relative to position
|
||||
camera->target = RL_Vector3Add(camera->position, targetPosition);
|
||||
camera->target = vector3_add(camera->position, targetPosition);
|
||||
}
|
||||
|
||||
if (rotateUp)
|
||||
{
|
||||
// Rotate up direction around right axis
|
||||
camera->up = RL_Vector3RotateByAxisAngle(camera->up, right, angle);
|
||||
camera->up = vector3_rotate_by_axis_angle(camera->up, right, angle);
|
||||
}
|
||||
}
|
||||
|
||||
// Rotates the camera around its forward vector
|
||||
// Roll is "turning your head sideways to the left or right"
|
||||
// Note: angle must be provided in radians
|
||||
void CameraRoll(RL_Camera *camera, float angle)
|
||||
void camera_roll(Camera *camera, float angle)
|
||||
{
|
||||
// Rotation axis
|
||||
RL_Vector3 forward = GetCameraForward(camera);
|
||||
Vector3 forward = get_camera_forward(camera);
|
||||
|
||||
// Rotate up direction around forward axis
|
||||
camera->up = RL_Vector3RotateByAxisAngle(camera->up, forward, angle);
|
||||
camera->up = vector3_rotate_by_axis_angle(camera->up, forward, angle);
|
||||
}
|
||||
|
||||
// Returns the camera view matrix
|
||||
RL_Matrix GetCameraViewMatrix(RL_Camera *camera)
|
||||
Matrix get_camera_view_matrix(Camera *camera)
|
||||
{
|
||||
return RL_MatrixLookAt(camera->position, camera->target, camera->up);
|
||||
return matrix_look_at(camera->position, camera->target, camera->up);
|
||||
}
|
||||
|
||||
// Returns the camera projection matrix
|
||||
RL_Matrix GetCameraProjectionMatrix(RL_Camera *camera, float aspect)
|
||||
Matrix get_camera_projection_matrix(Camera *camera, float aspect)
|
||||
{
|
||||
if (camera->projection == RL_CAMERA_PERSPECTIVE)
|
||||
if (camera->projection == CAMERA_PERSPECTIVE)
|
||||
{
|
||||
return RL_MatrixPerspective(camera->fovy*RL_DEG2RAD, aspect, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
|
||||
return matrix_perspective(camera->fovy*RL_DEG2RAD, aspect, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
|
||||
}
|
||||
else if (camera->projection == RL_CAMERA_ORTHOGRAPHIC)
|
||||
else if (camera->projection == CAMERA_ORTHOGRAPHIC)
|
||||
{
|
||||
double top = camera->fovy/2.0;
|
||||
double right = top*aspect;
|
||||
|
||||
return RL_MatrixOrtho(-right, right, -top, top, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
|
||||
return matrix_ortho(-right, right, -top, top, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR);
|
||||
}
|
||||
|
||||
return RL_MatrixIdentity();
|
||||
return matrix_identity();
|
||||
}
|
||||
|
||||
#if !defined(RCAMERA_STANDALONE)
|
||||
// Update camera position for selected mode
|
||||
// RL_Camera mode: RL_CAMERA_FREE, RL_CAMERA_FIRST_PERSON, RL_CAMERA_THIRD_PERSON, RL_CAMERA_ORBITAL or CUSTOM
|
||||
void RL_UpdateCamera(RL_Camera *camera, int mode)
|
||||
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
|
||||
void update_camera(Camera *camera, int mode)
|
||||
{
|
||||
RL_Vector2 mousePositionDelta = RL_GetMouseDelta();
|
||||
Vector2 mousePositionDelta = get_mouse_delta();
|
||||
|
||||
bool moveInWorldPlane = ((mode == RL_CAMERA_FIRST_PERSON) || (mode == RL_CAMERA_THIRD_PERSON));
|
||||
bool rotateAroundTarget = ((mode == RL_CAMERA_THIRD_PERSON) || (mode == RL_CAMERA_ORBITAL));
|
||||
bool lockView = ((mode == RL_CAMERA_FIRST_PERSON) || (mode == RL_CAMERA_THIRD_PERSON) || (mode == RL_CAMERA_ORBITAL));
|
||||
bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON));
|
||||
bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
|
||||
bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL));
|
||||
bool rotateUp = false;
|
||||
|
||||
if (mode == RL_CAMERA_ORBITAL)
|
||||
if (mode == CAMERA_ORBITAL)
|
||||
{
|
||||
// Orbital can just orbit
|
||||
RL_Matrix rotation = RL_MatrixRotate(GetCameraUp(camera), RL_CAMERA_ORBITAL_SPEED*RL_GetFrameTime());
|
||||
RL_Vector3 view = RL_Vector3Subtract(camera->position, camera->target);
|
||||
view = RL_Vector3Transform(view, rotation);
|
||||
camera->position = RL_Vector3Add(camera->target, view);
|
||||
Matrix rotation = matrix_rotate(get_camera_up(camera), CAMERA_ORBITAL_SPEED*get_frame_time());
|
||||
Vector3 view = vector3_subtract(camera->position, camera->target);
|
||||
view = vector3_transform(view, rotation);
|
||||
camera->position = vector3_add(camera->target, view);
|
||||
}
|
||||
else
|
||||
{
|
||||
// RL_Camera rotation
|
||||
if (RL_IsKeyDown(RL_KEY_DOWN)) CameraPitch(camera, -RL_CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||||
if (RL_IsKeyDown(RL_KEY_UP)) CameraPitch(camera, RL_CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||||
if (RL_IsKeyDown(RL_KEY_RIGHT)) CameraYaw(camera, -RL_CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||||
if (RL_IsKeyDown(RL_KEY_LEFT)) CameraYaw(camera, RL_CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||||
if (RL_IsKeyDown(RL_KEY_Q)) CameraRoll(camera, -RL_CAMERA_ROTATION_SPEED);
|
||||
if (RL_IsKeyDown(RL_KEY_E)) CameraRoll(camera, RL_CAMERA_ROTATION_SPEED);
|
||||
// Camera rotation
|
||||
if (is_key_down(KEY_DOWN)) camera_pitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||||
if (is_key_down(KEY_UP)) camera_pitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||||
if (is_key_down(KEY_RIGHT)) camera_yaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||||
if (is_key_down(KEY_LEFT)) camera_yaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget);
|
||||
if (is_key_down(KEY_Q)) camera_roll(camera, -CAMERA_ROTATION_SPEED);
|
||||
if (is_key_down(KEY_E)) camera_roll(camera, CAMERA_ROTATION_SPEED);
|
||||
|
||||
// RL_Camera movement
|
||||
if (!RL_IsGamepadAvailable(0))
|
||||
// Camera movement
|
||||
if (!is_gamepad_available(0))
|
||||
{
|
||||
// RL_Camera pan (for RL_CAMERA_FREE)
|
||||
if ((mode == RL_CAMERA_FREE) && (RL_IsMouseButtonDown(RL_MOUSE_BUTTON_MIDDLE)))
|
||||
// Camera pan (for CAMERA_FREE)
|
||||
if ((mode == CAMERA_FREE) && (is_mouse_button_down(MOUSE_BUTTON_MIDDLE)))
|
||||
{
|
||||
const RL_Vector2 mouseDelta = RL_GetMouseDelta();
|
||||
if (mouseDelta.x > 0.0f) CameraMoveRight(camera, RL_CAMERA_PAN_SPEED, moveInWorldPlane);
|
||||
if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -RL_CAMERA_PAN_SPEED, moveInWorldPlane);
|
||||
if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -RL_CAMERA_PAN_SPEED);
|
||||
if (mouseDelta.y < 0.0f) CameraMoveUp(camera, RL_CAMERA_PAN_SPEED);
|
||||
const Vector2 mouseDelta = get_mouse_delta();
|
||||
if (mouseDelta.x > 0.0f) camera_move_right(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
|
||||
if (mouseDelta.x < 0.0f) camera_move_right(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
|
||||
if (mouseDelta.y > 0.0f) camera_move_up(camera, -CAMERA_PAN_SPEED);
|
||||
if (mouseDelta.y < 0.0f) camera_move_up(camera, CAMERA_PAN_SPEED);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mouse support
|
||||
CameraYaw(camera, -mousePositionDelta.x*RL_CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
CameraPitch(camera, -mousePositionDelta.y*RL_CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
camera_yaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
camera_pitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
}
|
||||
|
||||
// Keyboard support
|
||||
if (RL_IsKeyDown(RL_KEY_W)) CameraMoveForward(camera, RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_IsKeyDown(RL_KEY_A)) CameraMoveRight(camera, -RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_IsKeyDown(RL_KEY_S)) CameraMoveForward(camera, -RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_IsKeyDown(RL_KEY_D)) CameraMoveRight(camera, RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (is_key_down(KEY_W)) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (is_key_down(KEY_A)) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (is_key_down(KEY_S)) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (is_key_down(KEY_D)) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Gamepad controller support
|
||||
CameraYaw(camera, -(RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_RIGHT_X) * 2)*RL_CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
CameraPitch(camera, -(RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_RIGHT_Y) * 2)*RL_CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
camera_yaw(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
camera_pitch(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
|
||||
if (RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (RL_GetGamepadAxisMovement(0, RL_GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, RL_CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
}
|
||||
|
||||
if (mode == RL_CAMERA_FREE)
|
||||
if (mode == CAMERA_FREE)
|
||||
{
|
||||
if (RL_IsKeyDown(RL_KEY_SPACE)) CameraMoveUp(camera, RL_CAMERA_MOVE_SPEED);
|
||||
if (RL_IsKeyDown(RL_KEY_LEFT_CONTROL)) CameraMoveUp(camera, -RL_CAMERA_MOVE_SPEED);
|
||||
if (is_key_down(KEY_SPACE)) camera_move_up(camera, CAMERA_MOVE_SPEED);
|
||||
if (is_key_down(KEY_LEFT_CONTROL)) camera_move_up(camera, -CAMERA_MOVE_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
if ((mode == RL_CAMERA_THIRD_PERSON) || (mode == RL_CAMERA_ORBITAL) || (mode == RL_CAMERA_FREE))
|
||||
if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE))
|
||||
{
|
||||
// Zoom target distance
|
||||
CameraMoveToTarget(camera, -RL_GetMouseWheelMove());
|
||||
if (RL_IsKeyPressed(RL_KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
|
||||
if (RL_IsKeyPressed(RL_KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
|
||||
camera_move_to_target(camera, -get_mouse_wheel_move());
|
||||
if (is_key_pressed(KEY_KP_SUBTRACT)) camera_move_to_target(camera, 2.0f);
|
||||
if (is_key_pressed(KEY_KP_ADD)) camera_move_to_target(camera, -2.0f);
|
||||
}
|
||||
}
|
||||
#endif // !RCAMERA_STANDALONE
|
||||
|
||||
// Update camera movement, movement/rotation values should be provided by user
|
||||
void RL_UpdateCameraPro(RL_Camera *camera, RL_Vector3 movement, RL_Vector3 rotation, float zoom)
|
||||
void update_camera_pro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom)
|
||||
{
|
||||
// Required values
|
||||
// movement.x - Move forward/backward
|
||||
@ -541,18 +543,20 @@ void RL_UpdateCameraPro(RL_Camera *camera, RL_Vector3 movement, RL_Vector3 rotat
|
||||
bool rotateUp = false;
|
||||
bool moveInWorldPlane = true;
|
||||
|
||||
// RL_Camera rotation
|
||||
CameraPitch(camera, -rotation.y*RL_DEG2RAD, lockView, rotateAroundTarget, rotateUp);
|
||||
CameraYaw(camera, -rotation.x*RL_DEG2RAD, rotateAroundTarget);
|
||||
CameraRoll(camera, rotation.z*RL_DEG2RAD);
|
||||
// Camera rotation
|
||||
camera_pitch(camera, -rotation.y*RL_DEG2RAD, lockView, rotateAroundTarget, rotateUp);
|
||||
camera_yaw(camera, -rotation.x*RL_DEG2RAD, rotateAroundTarget);
|
||||
camera_roll(camera, rotation.z*RL_DEG2RAD);
|
||||
|
||||
// RL_Camera movement
|
||||
CameraMoveForward(camera, movement.x, moveInWorldPlane);
|
||||
CameraMoveRight(camera, movement.y, moveInWorldPlane);
|
||||
CameraMoveUp(camera, movement.z);
|
||||
// Camera movement
|
||||
camera_move_forward(camera, movement.x, moveInWorldPlane);
|
||||
camera_move_right(camera, movement.y, moveInWorldPlane);
|
||||
camera_move_up(camera, movement.z);
|
||||
|
||||
// Zoom target distance
|
||||
CameraMoveToTarget(camera, zoom);
|
||||
camera_move_to_target(camera, zoom);
|
||||
}
|
||||
|
||||
RL_NS_END
|
||||
|
||||
#endif // RCAMERA_IMPLEMENTATION
|
||||
|
@ -65,30 +65,34 @@
|
||||
typedef enum bool { false = 0, true = !false } bool;
|
||||
#endif
|
||||
|
||||
#include "config.h"
|
||||
|
||||
RL_NS_BEGIN
|
||||
|
||||
#if !defined(RL_VECTOR2_TYPE)
|
||||
// RL_Vector2 type
|
||||
typedef struct RL_Vector2 {
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
float y;
|
||||
} RL_Vector2;
|
||||
} Vector2;
|
||||
#endif
|
||||
|
||||
#if defined(RGESTURES_STANDALONE)
|
||||
// Gestures type
|
||||
// NOTE: It could be used as flags to enable only some gestures
|
||||
typedef enum {
|
||||
RL_GESTURE_NONE = 0,
|
||||
RL_GESTURE_TAP = 1,
|
||||
RL_GESTURE_DOUBLETAP = 2,
|
||||
RL_GESTURE_HOLD = 4,
|
||||
RL_GESTURE_DRAG = 8,
|
||||
RL_GESTURE_SWIPE_RIGHT = 16,
|
||||
RL_GESTURE_SWIPE_LEFT = 32,
|
||||
RL_GESTURE_SWIPE_UP = 64,
|
||||
RL_GESTURE_SWIPE_DOWN = 128,
|
||||
RL_GESTURE_PINCH_IN = 256,
|
||||
RL_GESTURE_PINCH_OUT = 512
|
||||
} RL_Gesture;
|
||||
GESTURE_NONE = 0,
|
||||
GESTURE_TAP = 1,
|
||||
GESTURE_DOUBLETAP = 2,
|
||||
GESTURE_HOLD = 4,
|
||||
GESTURE_DRAG = 8,
|
||||
GESTURE_SWIPE_RIGHT = 16,
|
||||
GESTURE_SWIPE_LEFT = 32,
|
||||
GESTURE_SWIPE_UP = 64,
|
||||
GESTURE_SWIPE_DOWN = 128,
|
||||
GESTURE_PINCH_IN = 256,
|
||||
GESTURE_PINCH_OUT = 512
|
||||
} Gesture;
|
||||
#endif
|
||||
|
||||
typedef enum {
|
||||
@ -96,15 +100,15 @@ typedef enum {
|
||||
TOUCH_ACTION_DOWN,
|
||||
TOUCH_ACTION_MOVE,
|
||||
TOUCH_ACTION_CANCEL
|
||||
} RL_TouchAction;
|
||||
} TouchAction;
|
||||
|
||||
// RL_Gesture event
|
||||
// Gesture event
|
||||
typedef struct {
|
||||
int touchAction;
|
||||
int pointCount;
|
||||
int pointId[RL_MAX_TOUCH_POINTS];
|
||||
RL_Vector2 position[RL_MAX_TOUCH_POINTS];
|
||||
} RL_GestureEvent;
|
||||
Vector2 position[RL_MAX_TOUCH_POINTS];
|
||||
} GestureEvent;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
@ -115,28 +119,26 @@ typedef struct {
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__cplusplus)
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
RL_EXTERN_C_BEGIN
|
||||
|
||||
void RL_ProcessGestureEvent(RL_GestureEvent event); // Process gesture event and translate it into gestures
|
||||
void RL_UpdateGestures(void); // Update gestures detected (must be called every frame)
|
||||
void process_gesture_event(GestureEvent event); // Process gesture event and translate it into gestures
|
||||
void update_gestures(void); // Update gestures detected (must be called every frame)
|
||||
|
||||
#if defined(RGESTURES_STANDALONE)
|
||||
void RL_SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
||||
bool RL_IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
int RL_GetGestureDetected(void); // Get latest detected gesture
|
||||
void set_gestures_enabled(unsigned int flags); // Enable a set of gestures using flags
|
||||
bool is_gesture_detected(int gesture); // Check if a gesture have been detected
|
||||
int get_gesture_detected(void); // Get latest detected gesture
|
||||
|
||||
float RL_GetGestureHoldDuration(void); // Get gesture hold time in seconds
|
||||
RL_Vector2 RL_GetGestureDragVector(void); // Get gesture drag vector
|
||||
float RL_GetGestureDragAngle(void); // Get gesture drag angle
|
||||
RL_Vector2 RL_GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
float RL_GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
float get_gesture_hold_duration(void); // Get gesture hold time in seconds
|
||||
Vector2 get_gesture_drag_vector(void); // Get gesture drag vector
|
||||
float get_gesture_drag_angle(void); // Get gesture drag angle
|
||||
Vector2 get_gesture_pinch_vector(void); // Get gesture pinch delta
|
||||
float get_gesture_pinch_angle(void); // Get gesture pinch angle
|
||||
#endif
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
RL_EXTERN_C_END
|
||||
|
||||
RL_NS_END
|
||||
|
||||
#endif // RGESTURES_H
|
||||
|
||||
@ -154,8 +156,8 @@ float RL_GetGesturePinchAngle(void); // Get gesture pinch
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
// Functions required to query time on Windows
|
||||
int __stdcall RL_QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
|
||||
int __stdcall RL_QueryPerformanceFrequency(unsigned long long int *lpFrequency);
|
||||
int __stdcall query_performance_counter(unsigned long long int *lpPerformanceCount);
|
||||
int __stdcall query_performance_frequency(unsigned long long int *lpFrequency);
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
@ -186,6 +188,8 @@ float RL_GetGesturePinchAngle(void); // Get gesture pinch
|
||||
#define RL_PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds
|
||||
#define RL_DOUBLETAP_RANGE 0.03f // DoubleTap range, measured in normalized screen units (0.0f to 1.0f)
|
||||
|
||||
RL_NS_BEGIN
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -198,14 +202,14 @@ typedef struct {
|
||||
int firstId; // Touch id for first touch point
|
||||
int pointCount; // Touch points counter
|
||||
double eventTime; // Time stamp when an event happened
|
||||
RL_Vector2 upPosition; // Touch up position
|
||||
RL_Vector2 downPositionA; // First touch down position
|
||||
RL_Vector2 downPositionB; // Second touch down position
|
||||
RL_Vector2 downDragPosition; // Touch drag position
|
||||
RL_Vector2 moveDownPositionA; // First touch down position on move
|
||||
RL_Vector2 moveDownPositionB; // Second touch down position on move
|
||||
RL_Vector2 previousPositionA; // Previous position A to compare for pinch gestures
|
||||
RL_Vector2 previousPositionB; // Previous position B to compare for pinch gestures
|
||||
Vector2 upPosition; // Touch up position
|
||||
Vector2 downPositionA; // First touch down position
|
||||
Vector2 downPositionB; // Second touch down position
|
||||
Vector2 downDragPosition; // Touch drag position
|
||||
Vector2 moveDownPositionA; // First touch down position on move
|
||||
Vector2 moveDownPositionB; // Second touch down position on move
|
||||
Vector2 previousPositionA; // Previous position A to compare for pinch gestures
|
||||
Vector2 previousPositionB; // Previous position B to compare for pinch gestures
|
||||
int tapCounter; // TAP counter (one tap implies TOUCH_ACTION_DOWN and TOUCH_ACTION_UP actions)
|
||||
} Touch;
|
||||
struct {
|
||||
@ -213,7 +217,7 @@ typedef struct {
|
||||
double timeDuration; // HOLD duration in seconds
|
||||
} Hold;
|
||||
struct {
|
||||
RL_Vector2 vector; // DRAG vector (between initial and current position)
|
||||
Vector2 vector; // DRAG vector (between initial and current position)
|
||||
float angle; // DRAG angle (relative to x-axis)
|
||||
float distance; // DRAG distance (from initial touch point to final) (normalized [0..1])
|
||||
float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame)
|
||||
@ -222,269 +226,287 @@ typedef struct {
|
||||
double startTime; // SWIPE start time to calculate drag intensity
|
||||
} Swipe;
|
||||
struct {
|
||||
RL_Vector2 vector; // PINCH vector (between first and second touch points)
|
||||
Vector2 vector; // PINCH vector (between first and second touch points)
|
||||
float angle; // PINCH angle (relative to x-axis)
|
||||
float distance; // PINCH displacement distance (normalized [0..1])
|
||||
} Pinch;
|
||||
} RL_GesturesData;
|
||||
} GesturesData;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static RL_GesturesData RL_GESTURES = {
|
||||
static GesturesData GESTURES = {
|
||||
#ifdef __cplusplus
|
||||
(unsigned int)-1,
|
||||
GESTURE_NONE,
|
||||
0b0000001111111111
|
||||
#else
|
||||
.Touch.firstId = -1,
|
||||
.current = RL_GESTURE_NONE, // No current gesture detected
|
||||
.current = GESTURE_NONE, // No current gesture detected
|
||||
.enabledFlags = 0b0000001111111111 // All gestures supported by default
|
||||
#endif
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static float rgVector2Angle(RL_Vector2 initialPosition, RL_Vector2 finalPosition);
|
||||
static float rgVector2Distance(RL_Vector2 v1, RL_Vector2 v2);
|
||||
static double rgGetCurrentTime(void);
|
||||
static float rg_vector2_angle(Vector2 initialPosition, Vector2 finalPosition);
|
||||
static float rg_vector2_distance(Vector2 v1, Vector2 v2);
|
||||
static double rg_get_current_time(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Enable only desired gestures to be detected
|
||||
void RL_SetGesturesEnabled(unsigned int flags)
|
||||
void set_gestures_enabled(unsigned int flags)
|
||||
{
|
||||
RL_GESTURES.enabledFlags = flags;
|
||||
GESTURES.enabledFlags = flags;
|
||||
}
|
||||
|
||||
// Check if a gesture have been detected
|
||||
bool RL_IsGestureDetected(unsigned int gesture)
|
||||
bool is_gesture_detected(unsigned int gesture)
|
||||
{
|
||||
if ((RL_GESTURES.enabledFlags & RL_GESTURES.current) == gesture) return true;
|
||||
if ((GESTURES.enabledFlags & GESTURES.current) == gesture) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// Process gesture event and translate it into gestures
|
||||
void RL_ProcessGestureEvent(RL_GestureEvent event)
|
||||
void process_gesture_event(GestureEvent event)
|
||||
{
|
||||
// Reset required variables
|
||||
RL_GESTURES.Touch.pointCount = event.pointCount; // Required on RL_UpdateGestures()
|
||||
GESTURES.Touch.pointCount = event.pointCount; // Required on update_gestures()
|
||||
|
||||
if (RL_GESTURES.Touch.pointCount == 1) // One touch point
|
||||
if (GESTURES.Touch.pointCount == 1) // One touch point
|
||||
{
|
||||
if (event.touchAction == TOUCH_ACTION_DOWN)
|
||||
{
|
||||
RL_GESTURES.Touch.tapCounter++; // Tap counter
|
||||
GESTURES.Touch.tapCounter++; // Tap counter
|
||||
|
||||
// Detect GESTURE_DOUBLE_TAP
|
||||
if ((RL_GESTURES.current == RL_GESTURE_NONE) && (RL_GESTURES.Touch.tapCounter >= 2) && ((rgGetCurrentTime() - RL_GESTURES.Touch.eventTime) < RL_TAP_TIMEOUT) && (rgVector2Distance(RL_GESTURES.Touch.downPositionA, event.position[0]) < RL_DOUBLETAP_RANGE))
|
||||
if ((GESTURES.current == GESTURE_NONE) && (GESTURES.Touch.tapCounter >= 2) && ((rg_get_current_time() - GESTURES.Touch.eventTime) < RL_TAP_TIMEOUT) && (rg_vector2_distance(GESTURES.Touch.downPositionA, event.position[0]) < RL_DOUBLETAP_RANGE))
|
||||
{
|
||||
RL_GESTURES.current = RL_GESTURE_DOUBLETAP;
|
||||
RL_GESTURES.Touch.tapCounter = 0;
|
||||
GESTURES.current = GESTURE_DOUBLETAP;
|
||||
GESTURES.Touch.tapCounter = 0;
|
||||
}
|
||||
else // Detect RL_GESTURE_TAP
|
||||
else // Detect GESTURE_TAP
|
||||
{
|
||||
RL_GESTURES.Touch.tapCounter = 1;
|
||||
RL_GESTURES.current = RL_GESTURE_TAP;
|
||||
GESTURES.Touch.tapCounter = 1;
|
||||
GESTURES.current = GESTURE_TAP;
|
||||
}
|
||||
|
||||
RL_GESTURES.Touch.downPositionA = event.position[0];
|
||||
RL_GESTURES.Touch.downDragPosition = event.position[0];
|
||||
GESTURES.Touch.downPositionA = event.position[0];
|
||||
GESTURES.Touch.downDragPosition = event.position[0];
|
||||
|
||||
RL_GESTURES.Touch.upPosition = RL_GESTURES.Touch.downPositionA;
|
||||
RL_GESTURES.Touch.eventTime = rgGetCurrentTime();
|
||||
GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA;
|
||||
GESTURES.Touch.eventTime = rg_get_current_time();
|
||||
|
||||
RL_GESTURES.Swipe.startTime = rgGetCurrentTime();
|
||||
GESTURES.Swipe.startTime = rg_get_current_time();
|
||||
|
||||
RL_GESTURES.Drag.vector = (RL_Vector2){ 0.0f, 0.0f };
|
||||
#ifdef __cplusplus
|
||||
GESTURES.Drag.vector = Vector2{ 0.0f, 0.0f };
|
||||
#else
|
||||
GESTURES.Drag.vector = (Vector2){ 0.0f, 0.0f };
|
||||
#endif
|
||||
}
|
||||
else if (event.touchAction == TOUCH_ACTION_UP)
|
||||
{
|
||||
// A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases
|
||||
if (RL_GESTURES.current == RL_GESTURE_DRAG || RL_GESTURES.current == RL_GESTURE_HOLD) RL_GESTURES.Touch.upPosition = event.position[0];
|
||||
if (GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD) GESTURES.Touch.upPosition = event.position[0];
|
||||
|
||||
// NOTE: RL_GESTURES.Drag.intensity dependent on the resolution of the screen
|
||||
RL_GESTURES.Drag.distance = rgVector2Distance(RL_GESTURES.Touch.downPositionA, RL_GESTURES.Touch.upPosition);
|
||||
RL_GESTURES.Drag.intensity = RL_GESTURES.Drag.distance/(float)((rgGetCurrentTime() - RL_GESTURES.Swipe.startTime));
|
||||
// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
|
||||
GESTURES.Drag.distance = rg_vector2_distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
|
||||
GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rg_get_current_time() - GESTURES.Swipe.startTime));
|
||||
|
||||
// Detect GESTURE_SWIPE
|
||||
if ((RL_GESTURES.Drag.intensity > RL_FORCE_TO_SWIPE) && (RL_GESTURES.current != RL_GESTURE_DRAG))
|
||||
if ((GESTURES.Drag.intensity > RL_FORCE_TO_SWIPE) && (GESTURES.current != GESTURE_DRAG))
|
||||
{
|
||||
// NOTE: Angle should be inverted in Y
|
||||
RL_GESTURES.Drag.angle = 360.0f - rgVector2Angle(RL_GESTURES.Touch.downPositionA, RL_GESTURES.Touch.upPosition);
|
||||
GESTURES.Drag.angle = 360.0f - rg_vector2_angle(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
|
||||
|
||||
if ((RL_GESTURES.Drag.angle < 30) || (RL_GESTURES.Drag.angle > 330)) RL_GESTURES.current = RL_GESTURE_SWIPE_RIGHT; // Right
|
||||
else if ((RL_GESTURES.Drag.angle >= 30) && (RL_GESTURES.Drag.angle <= 150)) RL_GESTURES.current = RL_GESTURE_SWIPE_UP; // Up
|
||||
else if ((RL_GESTURES.Drag.angle > 150) && (RL_GESTURES.Drag.angle < 210)) RL_GESTURES.current = RL_GESTURE_SWIPE_LEFT; // Left
|
||||
else if ((RL_GESTURES.Drag.angle >= 210) && (RL_GESTURES.Drag.angle <= 330)) RL_GESTURES.current = RL_GESTURE_SWIPE_DOWN; // Down
|
||||
else RL_GESTURES.current = RL_GESTURE_NONE;
|
||||
if ((GESTURES.Drag.angle < 30) || (GESTURES.Drag.angle > 330)) GESTURES.current = GESTURE_SWIPE_RIGHT; // Right
|
||||
else if ((GESTURES.Drag.angle >= 30) && (GESTURES.Drag.angle <= 150)) GESTURES.current = GESTURE_SWIPE_UP; // Up
|
||||
else if ((GESTURES.Drag.angle > 150) && (GESTURES.Drag.angle < 210)) GESTURES.current = GESTURE_SWIPE_LEFT; // Left
|
||||
else if ((GESTURES.Drag.angle >= 210) && (GESTURES.Drag.angle <= 330)) GESTURES.current = GESTURE_SWIPE_DOWN; // Down
|
||||
else GESTURES.current = GESTURE_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
RL_GESTURES.Drag.distance = 0.0f;
|
||||
RL_GESTURES.Drag.intensity = 0.0f;
|
||||
RL_GESTURES.Drag.angle = 0.0f;
|
||||
GESTURES.Drag.distance = 0.0f;
|
||||
GESTURES.Drag.intensity = 0.0f;
|
||||
GESTURES.Drag.angle = 0.0f;
|
||||
|
||||
RL_GESTURES.current = RL_GESTURE_NONE;
|
||||
GESTURES.current = GESTURE_NONE;
|
||||
}
|
||||
|
||||
RL_GESTURES.Touch.downDragPosition = (RL_Vector2){ 0.0f, 0.0f };
|
||||
RL_GESTURES.Touch.pointCount = 0;
|
||||
#if __cplusplus
|
||||
GESTURES.Touch.downDragPosition = Vector2{ 0.0f, 0.0f };
|
||||
#else
|
||||
GESTURES.Touch.downDragPosition = (Vector2){ 0.0f, 0.0f };
|
||||
#endif
|
||||
GESTURES.Touch.pointCount = 0;
|
||||
}
|
||||
else if (event.touchAction == TOUCH_ACTION_MOVE)
|
||||
{
|
||||
RL_GESTURES.Touch.moveDownPositionA = event.position[0];
|
||||
GESTURES.Touch.moveDownPositionA = event.position[0];
|
||||
|
||||
if (RL_GESTURES.current == RL_GESTURE_HOLD)
|
||||
if (GESTURES.current == GESTURE_HOLD)
|
||||
{
|
||||
if (RL_GESTURES.Hold.resetRequired) RL_GESTURES.Touch.downPositionA = event.position[0];
|
||||
if (GESTURES.Hold.resetRequired) GESTURES.Touch.downPositionA = event.position[0];
|
||||
|
||||
RL_GESTURES.Hold.resetRequired = false;
|
||||
GESTURES.Hold.resetRequired = false;
|
||||
|
||||
// Detect RL_GESTURE_DRAG
|
||||
if ((rgGetCurrentTime() - RL_GESTURES.Touch.eventTime) > RL_DRAG_TIMEOUT)
|
||||
// Detect GESTURE_DRAG
|
||||
if ((rg_get_current_time() - GESTURES.Touch.eventTime) > RL_DRAG_TIMEOUT)
|
||||
{
|
||||
RL_GESTURES.Touch.eventTime = rgGetCurrentTime();
|
||||
RL_GESTURES.current = RL_GESTURE_DRAG;
|
||||
GESTURES.Touch.eventTime = rg_get_current_time();
|
||||
GESTURES.current = GESTURE_DRAG;
|
||||
}
|
||||
}
|
||||
|
||||
RL_GESTURES.Drag.vector.x = RL_GESTURES.Touch.moveDownPositionA.x - RL_GESTURES.Touch.downDragPosition.x;
|
||||
RL_GESTURES.Drag.vector.y = RL_GESTURES.Touch.moveDownPositionA.y - RL_GESTURES.Touch.downDragPosition.y;
|
||||
GESTURES.Drag.vector.x = GESTURES.Touch.moveDownPositionA.x - GESTURES.Touch.downDragPosition.x;
|
||||
GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y;
|
||||
}
|
||||
}
|
||||
else if (RL_GESTURES.Touch.pointCount == 2) // Two touch points
|
||||
else if (GESTURES.Touch.pointCount == 2) // Two touch points
|
||||
{
|
||||
if (event.touchAction == TOUCH_ACTION_DOWN)
|
||||
{
|
||||
RL_GESTURES.Touch.downPositionA = event.position[0];
|
||||
RL_GESTURES.Touch.downPositionB = event.position[1];
|
||||
GESTURES.Touch.downPositionA = event.position[0];
|
||||
GESTURES.Touch.downPositionB = event.position[1];
|
||||
|
||||
RL_GESTURES.Touch.previousPositionA = RL_GESTURES.Touch.downPositionA;
|
||||
RL_GESTURES.Touch.previousPositionB = RL_GESTURES.Touch.downPositionB;
|
||||
GESTURES.Touch.previousPositionA = GESTURES.Touch.downPositionA;
|
||||
GESTURES.Touch.previousPositionB = GESTURES.Touch.downPositionB;
|
||||
|
||||
//RL_GESTURES.Pinch.distance = rgVector2Distance(RL_GESTURES.Touch.downPositionA, RL_GESTURES.Touch.downPositionB);
|
||||
//GESTURES.Pinch.distance = rg_vector2_distance(GESTURES.Touch.downPositionA, GESTURES.Touch.downPositionB);
|
||||
|
||||
RL_GESTURES.Pinch.vector.x = RL_GESTURES.Touch.downPositionB.x - RL_GESTURES.Touch.downPositionA.x;
|
||||
RL_GESTURES.Pinch.vector.y = RL_GESTURES.Touch.downPositionB.y - RL_GESTURES.Touch.downPositionA.y;
|
||||
GESTURES.Pinch.vector.x = GESTURES.Touch.downPositionB.x - GESTURES.Touch.downPositionA.x;
|
||||
GESTURES.Pinch.vector.y = GESTURES.Touch.downPositionB.y - GESTURES.Touch.downPositionA.y;
|
||||
|
||||
RL_GESTURES.current = RL_GESTURE_HOLD;
|
||||
RL_GESTURES.Hold.timeDuration = rgGetCurrentTime();
|
||||
GESTURES.current = GESTURE_HOLD;
|
||||
GESTURES.Hold.timeDuration = rg_get_current_time();
|
||||
}
|
||||
else if (event.touchAction == TOUCH_ACTION_MOVE)
|
||||
{
|
||||
RL_GESTURES.Pinch.distance = rgVector2Distance(RL_GESTURES.Touch.moveDownPositionA, RL_GESTURES.Touch.moveDownPositionB);
|
||||
GESTURES.Pinch.distance = rg_vector2_distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB);
|
||||
|
||||
RL_GESTURES.Touch.moveDownPositionA = event.position[0];
|
||||
RL_GESTURES.Touch.moveDownPositionB = event.position[1];
|
||||
GESTURES.Touch.moveDownPositionA = event.position[0];
|
||||
GESTURES.Touch.moveDownPositionB = event.position[1];
|
||||
|
||||
RL_GESTURES.Pinch.vector.x = RL_GESTURES.Touch.moveDownPositionB.x - RL_GESTURES.Touch.moveDownPositionA.x;
|
||||
RL_GESTURES.Pinch.vector.y = RL_GESTURES.Touch.moveDownPositionB.y - RL_GESTURES.Touch.moveDownPositionA.y;
|
||||
GESTURES.Pinch.vector.x = GESTURES.Touch.moveDownPositionB.x - GESTURES.Touch.moveDownPositionA.x;
|
||||
GESTURES.Pinch.vector.y = GESTURES.Touch.moveDownPositionB.y - GESTURES.Touch.moveDownPositionA.y;
|
||||
|
||||
if ((rgVector2Distance(RL_GESTURES.Touch.previousPositionA, RL_GESTURES.Touch.moveDownPositionA) >= RL_MINIMUM_PINCH) || (rgVector2Distance(RL_GESTURES.Touch.previousPositionB, RL_GESTURES.Touch.moveDownPositionB) >= RL_MINIMUM_PINCH))
|
||||
if ((rg_vector2_distance(GESTURES.Touch.previousPositionA, GESTURES.Touch.moveDownPositionA) >= RL_MINIMUM_PINCH) || (rg_vector2_distance(GESTURES.Touch.previousPositionB, GESTURES.Touch.moveDownPositionB) >= RL_MINIMUM_PINCH))
|
||||
{
|
||||
if ( rgVector2Distance(RL_GESTURES.Touch.previousPositionA, RL_GESTURES.Touch.previousPositionB) > rgVector2Distance(RL_GESTURES.Touch.moveDownPositionA, RL_GESTURES.Touch.moveDownPositionB) ) RL_GESTURES.current = RL_GESTURE_PINCH_IN;
|
||||
else RL_GESTURES.current = RL_GESTURE_PINCH_OUT;
|
||||
if ( rg_vector2_distance(GESTURES.Touch.previousPositionA, GESTURES.Touch.previousPositionB) > rg_vector2_distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB) ) GESTURES.current = GESTURE_PINCH_IN;
|
||||
else GESTURES.current = GESTURE_PINCH_OUT;
|
||||
}
|
||||
else
|
||||
{
|
||||
RL_GESTURES.current = RL_GESTURE_HOLD;
|
||||
RL_GESTURES.Hold.timeDuration = rgGetCurrentTime();
|
||||
GESTURES.current = GESTURE_HOLD;
|
||||
GESTURES.Hold.timeDuration = rg_get_current_time();
|
||||
}
|
||||
|
||||
// NOTE: Angle should be inverted in Y
|
||||
RL_GESTURES.Pinch.angle = 360.0f - rgVector2Angle(RL_GESTURES.Touch.moveDownPositionA, RL_GESTURES.Touch.moveDownPositionB);
|
||||
GESTURES.Pinch.angle = 360.0f - rg_vector2_angle(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB);
|
||||
}
|
||||
else if (event.touchAction == TOUCH_ACTION_UP)
|
||||
{
|
||||
RL_GESTURES.Pinch.distance = 0.0f;
|
||||
RL_GESTURES.Pinch.angle = 0.0f;
|
||||
RL_GESTURES.Pinch.vector = (RL_Vector2){ 0.0f, 0.0f };
|
||||
RL_GESTURES.Touch.pointCount = 0;
|
||||
GESTURES.Pinch.distance = 0.0f;
|
||||
GESTURES.Pinch.angle = 0.0f;
|
||||
#if __cplusplus
|
||||
GESTURES.Pinch.vector = Vector2{ 0.0f, 0.0f };
|
||||
#else
|
||||
GESTURES.Pinch.vector = (Vector2){ 0.0f, 0.0f };
|
||||
#endif
|
||||
GESTURES.Touch.pointCount = 0;
|
||||
|
||||
RL_GESTURES.current = RL_GESTURE_NONE;
|
||||
GESTURES.current = GESTURE_NONE;
|
||||
}
|
||||
}
|
||||
else if (RL_GESTURES.Touch.pointCount > 2) // More than two touch points
|
||||
else if (GESTURES.Touch.pointCount > 2) // More than two touch points
|
||||
{
|
||||
// TODO: Process gesture events for more than two points
|
||||
}
|
||||
}
|
||||
|
||||
// Update gestures detected (must be called every frame)
|
||||
void RL_UpdateGestures(void)
|
||||
void update_gestures(void)
|
||||
{
|
||||
// NOTE: Gestures are processed through system callbacks on touch events
|
||||
|
||||
// Detect RL_GESTURE_HOLD
|
||||
if (((RL_GESTURES.current == RL_GESTURE_TAP) || (RL_GESTURES.current == RL_GESTURE_DOUBLETAP)) && (RL_GESTURES.Touch.pointCount < 2))
|
||||
// Detect GESTURE_HOLD
|
||||
if (((GESTURES.current == GESTURE_TAP) || (GESTURES.current == GESTURE_DOUBLETAP)) && (GESTURES.Touch.pointCount < 2))
|
||||
{
|
||||
RL_GESTURES.current = RL_GESTURE_HOLD;
|
||||
RL_GESTURES.Hold.timeDuration = rgGetCurrentTime();
|
||||
GESTURES.current = GESTURE_HOLD;
|
||||
GESTURES.Hold.timeDuration = rg_get_current_time();
|
||||
}
|
||||
|
||||
// Detect RL_GESTURE_NONE
|
||||
if ((RL_GESTURES.current == RL_GESTURE_SWIPE_RIGHT) || (RL_GESTURES.current == RL_GESTURE_SWIPE_UP) || (RL_GESTURES.current == RL_GESTURE_SWIPE_LEFT) || (RL_GESTURES.current == RL_GESTURE_SWIPE_DOWN))
|
||||
// Detect GESTURE_NONE
|
||||
if ((GESTURES.current == GESTURE_SWIPE_RIGHT) || (GESTURES.current == GESTURE_SWIPE_UP) || (GESTURES.current == GESTURE_SWIPE_LEFT) || (GESTURES.current == GESTURE_SWIPE_DOWN))
|
||||
{
|
||||
RL_GESTURES.current = RL_GESTURE_NONE;
|
||||
GESTURES.current = GESTURE_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
// Get latest detected gesture
|
||||
int RL_GetGestureDetected(void)
|
||||
int get_gesture_detected(void)
|
||||
{
|
||||
// Get current gesture only if enabled
|
||||
return (RL_GESTURES.enabledFlags & RL_GESTURES.current);
|
||||
return (GESTURES.enabledFlags & GESTURES.current);
|
||||
}
|
||||
|
||||
// Hold time measured in ms
|
||||
float RL_GetGestureHoldDuration(void)
|
||||
float get_gesture_hold_duration(void)
|
||||
{
|
||||
// NOTE: time is calculated on current gesture HOLD
|
||||
|
||||
double time = 0.0;
|
||||
|
||||
if (RL_GESTURES.current == RL_GESTURE_HOLD) time = rgGetCurrentTime() - RL_GESTURES.Hold.timeDuration;
|
||||
if (GESTURES.current == GESTURE_HOLD) time = rg_get_current_time() - GESTURES.Hold.timeDuration;
|
||||
|
||||
return (float)time;
|
||||
}
|
||||
|
||||
// Get drag vector (between initial touch point to current)
|
||||
RL_Vector2 RL_GetGestureDragVector(void)
|
||||
Vector2 get_gesture_drag_vector(void)
|
||||
{
|
||||
// NOTE: drag vector is calculated on one touch points TOUCH_ACTION_MOVE
|
||||
|
||||
return RL_GESTURES.Drag.vector;
|
||||
return GESTURES.Drag.vector;
|
||||
}
|
||||
|
||||
// Get drag angle
|
||||
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
|
||||
float RL_GetGestureDragAngle(void)
|
||||
float get_gesture_drag_angle(void)
|
||||
{
|
||||
// NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP
|
||||
|
||||
return RL_GESTURES.Drag.angle;
|
||||
return GESTURES.Drag.angle;
|
||||
}
|
||||
|
||||
// Get distance between two pinch points
|
||||
RL_Vector2 RL_GetGesturePinchVector(void)
|
||||
Vector2 get_gesture_pinch_vector(void)
|
||||
{
|
||||
// NOTE: Pinch distance is calculated on two touch points TOUCH_ACTION_MOVE
|
||||
|
||||
return RL_GESTURES.Pinch.vector;
|
||||
return GESTURES.Pinch.vector;
|
||||
}
|
||||
|
||||
// Get angle between two pinch points
|
||||
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
|
||||
float RL_GetGesturePinchAngle(void)
|
||||
float get_gesture_pinch_angle(void)
|
||||
{
|
||||
// NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE
|
||||
|
||||
return RL_GESTURES.Pinch.angle;
|
||||
return GESTURES.Pinch.angle;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get angle from two-points vector with X-axis
|
||||
static float rgVector2Angle(RL_Vector2 v1, RL_Vector2 v2)
|
||||
static float rg_vector2_angle(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/RL_PI);
|
||||
|
||||
@ -493,8 +515,8 @@ static float rgVector2Angle(RL_Vector2 v1, RL_Vector2 v2)
|
||||
return angle;
|
||||
}
|
||||
|
||||
// Calculate distance between two RL_Vector2
|
||||
static float rgVector2Distance(RL_Vector2 v1, RL_Vector2 v2)
|
||||
// Calculate distance between two Vector2
|
||||
static float rg_vector2_distance(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float result;
|
||||
|
||||
@ -507,18 +529,18 @@ static float rgVector2Distance(RL_Vector2 v1, RL_Vector2 v2)
|
||||
}
|
||||
|
||||
// Time measure returned are seconds
|
||||
static double rgGetCurrentTime(void)
|
||||
static double rg_get_current_time(void)
|
||||
{
|
||||
double time = 0;
|
||||
|
||||
#if !defined(RGESTURES_STANDALONE)
|
||||
time = RL_GetTime();
|
||||
time = get_time();
|
||||
#else
|
||||
#if defined(_WIN32)
|
||||
unsigned long long int clockFrequency, currentTime;
|
||||
|
||||
RL_QueryPerformanceFrequency(&clockFrequency); // BE CAREFUL: Costly operation!
|
||||
RL_QueryPerformanceCounter(¤tTime);
|
||||
query_performance_frequency(&clockFrequency); // BE CAREFUL: Costly operation!
|
||||
query_performance_counter(¤tTime);
|
||||
|
||||
time = (double)currentTime/clockFrequency; // Time in seconds
|
||||
#endif
|
||||
@ -552,4 +574,6 @@ static double rgGetCurrentTime(void)
|
||||
return time;
|
||||
}
|
||||
|
||||
RL_NS_END
|
||||
|
||||
#endif // RGESTURES_IMPLEMENTATION
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -33,10 +33,10 @@
|
||||
#endif
|
||||
|
||||
#if defined(RL_SUPPORT_TRACELOG)
|
||||
#define RL_TRACELOG(level, ...) RL_TraceLog(level, __VA_ARGS__)
|
||||
#define RL_TRACELOG(level, ...) RL_NS(trace_log)(level, __VA_ARGS__)
|
||||
|
||||
#if defined(RL_SUPPORT_TRACELOG_DEBUG)
|
||||
#define TRACELOGD(...) RL_TraceLog(RL_LOG_DEBUG, __VA_ARGS__)
|
||||
#define TRACELOGD(...) RL_NS(trace_log)(LOG_DEBUG, __VA_ARGS__)
|
||||
#else
|
||||
#define TRACELOGD(...) (void)0
|
||||
#endif
|
||||
@ -70,7 +70,7 @@ extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void InitAssetManager(AAssetManager *manager, const char *dataPath); // Initialize asset manager from android app
|
||||
void init_asset_manager(AAssetManager *manager, const char *dataPath); // Initialize asset manager from android app
|
||||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only!
|
||||
#endif
|
||||
|
||||
|
BIN
project/auxillary/vis_ast/dependencies/raylib/lib/raylib.exp
Normal file
BIN
project/auxillary/vis_ast/dependencies/raylib/lib/raylib.exp
Normal file
Binary file not shown.
File diff suppressed because it is too large
Load Diff
@ -1,34 +0,0 @@
|
||||
// rlgl.h
|
||||
|
||||
//namespace rlgl, RL_
|
||||
namespace rl, RLGL_
|
||||
//namespace RL_, RLGL_
|
||||
|
||||
namespace RL_OPENGL, RLGL_OPENGL
|
||||
|
||||
//word RLAPI, RLGLAPI
|
||||
|
||||
not include rlgl.h
|
||||
|
||||
word TRACELOG, RL_TRACELOG
|
||||
|
||||
not word RL_TEXTURE_MIN_FILTER
|
||||
not word RL_TEXTURE_MAG_FILTER
|
||||
not word RL_TEXTURE_FILTER_LINEAR
|
||||
not word RL_PROJECTION
|
||||
not word RL_MODELVIEW
|
||||
not word RL_LINES
|
||||
not word RL_TRIANGLES
|
||||
not word RL_QUADS
|
||||
not word RL_FLOAT
|
||||
not word RL_UNSIGNED_BYTE
|
||||
not word RL_MATRIX
|
||||
|
||||
word RLGL, RLGL_GLOBAL_DATA
|
||||
|
||||
word Matrix, RL_Matrix
|
||||
|
||||
word LOG_WARNING, RL_LOG_WARNING
|
||||
|
||||
word rlglInit, RLGL_Init
|
||||
word rlglClose, RLGL_Close
|
1019
project/auxillary/vis_ast/dependencies/raylib/raylib_cpp.refactor
Normal file
1019
project/auxillary/vis_ast/dependencies/raylib/raylib_cpp.refactor
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,242 @@
|
||||
// rlgl.h
|
||||
|
||||
word RL_NOT_REFACTORED, RL_REFACTORED_CPP
|
||||
|
||||
namespace rl_,
|
||||
namespace rl,
|
||||
namespace rlgl,
|
||||
not word rl
|
||||
not word rlgl
|
||||
|
||||
namespace RL_LOG_, LOG_
|
||||
namespace RL_PIXELFORMAT_, PIXELFORMAT_
|
||||
namespace RL_TEXTURE_, TEXTURE_
|
||||
namespace RL_SHADER_, SHADER_
|
||||
namespace RL_BLEND_, BLEND_
|
||||
namespace RL_ATTACHMENT_, ATTACHMENT_
|
||||
namespace RL_CULL_, CULL_
|
||||
|
||||
not include rlgl.h
|
||||
|
||||
word TRACELOG, RL_TRACELOG
|
||||
|
||||
word RLGL, GLOBAL_DATA
|
||||
|
||||
word Vector2, Vector2
|
||||
word Vector3, Vector3
|
||||
word Vector4, Vector4
|
||||
word Quaternion, Quaternion
|
||||
word Matrix, Matrix
|
||||
word Color, Color
|
||||
word Rectangle, Rectangle
|
||||
word Image, Image
|
||||
word Texture, Texture
|
||||
word Texture2D, Texture2d
|
||||
word TextureCubemap, Texture_Cubemap
|
||||
word RenderTexture, Render_Texture
|
||||
word RenderTexture2D, Render_Texture2D
|
||||
word NPatchInfo, N_Patch_Info
|
||||
word GlyphInfo, Glyph_Info
|
||||
word Font, Font
|
||||
word Camera3D, Camera3D
|
||||
word Camera, Camera
|
||||
word Camera2D, Camera2D
|
||||
word Mesh, Mesh
|
||||
word Shader, Shader
|
||||
word MaterialMap, Material_Map
|
||||
word Material, Material
|
||||
word Transform, Transform
|
||||
word BoneInfo, Bone_Info
|
||||
word Model, Model
|
||||
word ModelAnimation, Model_Animation
|
||||
word Ray, Ray
|
||||
word RayCollision, Ray_Collision
|
||||
word BoundingBox, Bounding_box
|
||||
word Wave, Wave
|
||||
word rAudioBuffer, Audio_Buffer
|
||||
word rAudioProcessor, Audio_Processor
|
||||
word AudioStream, Audio_Stream
|
||||
word Sound, Sound
|
||||
word Music, Music
|
||||
word VrDeviceInfo, VR_Device_Info
|
||||
word VrStereoConfig, VR_Stereo_Config
|
||||
word FilePathList, File_Path_List
|
||||
word AutomationEvent, Automation_Event
|
||||
word AutomationEventList, Automation_Event_List
|
||||
word Matrix, Matrix
|
||||
|
||||
word rlVertexBuffer, vertex_buffer
|
||||
word rlDrawCall, draw_call
|
||||
word rlRenderBatch, render_batch
|
||||
word rlGlVersion, gl_version
|
||||
word rlTraceLogLevel, trace_log_level
|
||||
word rlPixelFormat, pixel_format
|
||||
word rlTextureFilter, texture_filter
|
||||
word rlShaderLocationIndex, shader_location_index
|
||||
word rlShaderUniformDataType, shader_uniform_data_type
|
||||
word rlShaderAttributeDataType, shader_attribute_data_type
|
||||
word rlBlendMode, blend_mode
|
||||
word rlFramebufferAttachType, framebuffer_attach_type
|
||||
word rlFramebufferAttachTextureType, framebuffer_attach_texture_type
|
||||
word rlCullMode, cull_mode
|
||||
|
||||
word get_pixel_data_size, gpu_get_pixel_data_size
|
||||
|
||||
word rlMatrixMode, matrix_mode
|
||||
word rlPushMatrix, push_matrix
|
||||
word rlPopMatrix, pop_matrix
|
||||
word rlLoadIdentity, load_identity
|
||||
word rlTranslatef, translatef
|
||||
word rlRotatef, rotatef
|
||||
word rlScalef, scalef
|
||||
word rlMultMatrixf, mult_matrixf
|
||||
word rlFrustum, frustum
|
||||
word rlOrtho, ortho
|
||||
word rlViewport, viewport
|
||||
word rlBegin, begin
|
||||
word rlEnd, end
|
||||
word rlVertex2i, vertex2i
|
||||
word rlVertex2f, vertex2f
|
||||
word rlVertex3f, vertex3f
|
||||
word rlTexCoord2f, tex_coord2f
|
||||
word rlNormal3f, normal3f
|
||||
word rlColor4ub, color4ub
|
||||
word rlColor3f, color3f
|
||||
word rlColor4f, color4f
|
||||
word rlEnableVertexArray, enable_vertex_array
|
||||
word rlDisableVertexArray, disable_vertex_array
|
||||
word rlEnableVertexBuffer, enable_vertex_buffer
|
||||
word rlDisableVertexBuffer, disable_vertex_buffer
|
||||
word rlEnableVertexBufferElement, enable_vertex_buffer_element
|
||||
word rlDisableVertexBufferElement, disable_vertex_buffer_element
|
||||
word rlEnableVertexAttribute, enable_vertex_attribute
|
||||
word rlDisableVertexAttribute, disable_vertex_attribute
|
||||
word rlEnableStatePointer, enable_state_pointer
|
||||
word rlDisableStatePointer, disable_state_pointer
|
||||
word rlActiveTextureSlot, active_texture_slot
|
||||
word rlEnableTexture, enable_texture
|
||||
word rlDisableTexture, disable_texture
|
||||
word rlEnableTextureCubemap, enable_texture_cubemap
|
||||
word rlDisableTextureCubemap, disable_texture_cubemap
|
||||
word rlTextureParameters, texture_parameters
|
||||
word rlCubemapParameters, cubemap_parameters
|
||||
word rlEnableShader, enable_shader
|
||||
word rlDisableShader, disable_shader
|
||||
word rlEnableFramebuffer, enable_framebuffer
|
||||
word rlDisableFramebuffer, disable_framebuffer
|
||||
word rlActiveDrawBuffers, active_draw_buffers
|
||||
word rlBlitFramebuffer, blit_framebuffer
|
||||
word rlEnableColorBlend, enable_color_blend
|
||||
word rlDisableColorBlend, disable_color_blend
|
||||
word rlEnableDepthTest, enable_depth_test
|
||||
word rlDisableDepthTest, disable_depth_test
|
||||
word rlEnableDepthMask, enable_depth_mask
|
||||
word rlDisableDepthMask, disable_depth_mask
|
||||
word rlEnableBackfaceCulling, enable_backface_culling
|
||||
word rlDisableBackfaceCulling, disable_backface_culling
|
||||
word rlSetCullFace, set_cull_face
|
||||
word rlEnableScissorTest, enable_scissor_test
|
||||
word rlDisableScissorTest, disable_scissor_test
|
||||
word rlScissor, scissor
|
||||
word rlEnableWireMode, enable_wire_mode
|
||||
word rlEnablePointMode, enable_point_mode
|
||||
word rlDisableWireMode, disable_wire_mode
|
||||
word rlSetLineWidth, set_line_width
|
||||
word rlGetLineWidth, get_line_width
|
||||
word rlEnableSmoothLines, enable_smooth_lines
|
||||
word rlDisableSmoothLines, disable_smooth_lines
|
||||
word rlEnableStereoRender, enable_stereo_render
|
||||
word rlDisableStereoRender, disable_stereo_render
|
||||
word rlIsStereoRenderEnabled, is_stereo_render_enabled
|
||||
word rlClearColor, clear_color
|
||||
word rlClearScreenBuffers, clear_screen_buffers
|
||||
word rlCheckErrors, check_errors
|
||||
word rlSetBlendMode, set_blend_mode
|
||||
word rlSetBlendFactors, set_blend_factors
|
||||
word rlSetBlendFactorsSeparate, set_blend_factors_separate
|
||||
word rlglInit, init
|
||||
word rlglClose, close
|
||||
word rlLoadExtensions, load_extensions
|
||||
word rlGetVersion, get_version
|
||||
word rlSetFramebufferWidth, set_framebuffer_width
|
||||
word rlGetFramebufferWidth, get_framebuffer_width
|
||||
word rlSetFramebufferHeight, set_framebuffer_height
|
||||
word rlGetFramebufferHeight, get_framebuffer_height
|
||||
word rlGetTextureIdDefault, get_texture_id_default
|
||||
word rlGetShaderIdDefault, get_shader_id_default
|
||||
word rlLoadRenderBatch, load_render_batch
|
||||
word rlUnloadRenderBatch, unload_render_batch
|
||||
word rlDrawRenderBatch, draw_render_batch
|
||||
word rlSetRenderBatchActive, set_render_batch_active
|
||||
word rlDrawRenderBatchActive, draw_render_batch_active
|
||||
word rlCheckRenderBatchLimit, check_render_batch_limit
|
||||
word rlSetTexture, set_texture
|
||||
word rlLoadVertexArray, load_vertex_array
|
||||
word rlLoadVertexBuffer, load_vertex_buffer
|
||||
word rlLoadVertexBufferElement, load_vertex_buffer_element
|
||||
word rlUpdateVertexBuffer, update_vertex_buffer
|
||||
word rlUpdateVertexBufferElements, update_vertex_buffer_elements
|
||||
word rlUnloadVertexArray, unload_vertex_array
|
||||
word rlUnloadVertexBuffer, unload_vertex_buffer
|
||||
word rlSetVertexAttribute, set_vertex_attribute
|
||||
word rlSetVertexAttributeDivisor, set_vertex_attribute_divisor
|
||||
word rlSetVertexAttributeDefault, set_vertex_attribute_default
|
||||
word rlDrawVertexArray, draw_vertex_array
|
||||
word rlDrawVertexArrayElements, draw_vertex_array_elements
|
||||
word rlDrawVertexArrayInstanced, draw_vertex_array_instanced
|
||||
word rlDrawVertexArrayElementsInstanced, draw_vertex_array_elements_instanced
|
||||
word rlLoadTexture, load_texture
|
||||
word rlLoadTextureDepth, load_texture_depth
|
||||
word rlLoadTextureCubemap, load_texture_cubemap
|
||||
word rlUpdateTexture, update_texture
|
||||
word rlGetGlTextureFormats, get_gl_texture_formats
|
||||
word rlUnloadTexture, unload_texture
|
||||
word rlGenTextureMipmaps, gen_texture_mipmaps
|
||||
word rlLoadFramebuffer, load_framebuffer
|
||||
word rlFramebufferAttach, framebuffer_attach
|
||||
word rlFramebufferComplete, framebuffer_complete
|
||||
word rlUnloadFramebuffer, unload_framebuffer
|
||||
word rlLoadShaderCode, load_shader_code
|
||||
word rlCompileShader, compile_shader
|
||||
word rlLoadShaderProgram, load_shader_program
|
||||
word rlUnloadShaderProgram, unload_shader_program
|
||||
word rlGetLocationUniform, get_location_uniform
|
||||
word rlGetLocationAttrib, get_location_attrib
|
||||
word rlSetUniform, set_uniform
|
||||
word rlSetUniformMatrix, set_uniform_matrix
|
||||
word rlSetUniformSampler, set_uniform_sampler
|
||||
word rlSetShader, set_shader
|
||||
word rlLoadComputeShaderProgram, load_compute_shader_program
|
||||
word rlComputeShaderDispatch, compute_shader_dispatch
|
||||
word rlLoadShaderBuffer, load_shader_buffer
|
||||
word rlUnloadShaderBuffer, unload_shader_buffer
|
||||
word rlUpdateShaderBuffer, update_shader_buffer
|
||||
word rlBindShaderBuffer, bind_shader_buffer
|
||||
word rlReadShaderBuffer, read_shader_buffer
|
||||
word rlCopyShaderBuffer, copy_shader_buffer
|
||||
word rlGetShaderBufferSize, get_shader_buffer_size
|
||||
word rlBindImageTexture, bind_image_texture
|
||||
word rlGetMatrixModelview, get_matrix_modelview
|
||||
word rlGetMatrixProjection, get_matrix_projection
|
||||
word rlGetMatrixTransform, get_matrix_transform
|
||||
word rlGetMatrixProjectionStereo, get_matrix_projection_stereo
|
||||
word rlGetMatrixViewOffsetStereo, get_matrix_view_offset_stereo
|
||||
word rlSetMatrixProjection, set_matrix_projection
|
||||
word rlSetMatrixModelview, set_matrix_modelview
|
||||
word rlSetMatrixProjectionStereo, set_matrix_projection_stereo
|
||||
word rlSetMatrixViewOffsetStereo, set_matrix_view_offset_stereo
|
||||
word rlLoadDrawCube, load_draw_cube
|
||||
word rlLoadDrawQuad, load_draw_quad
|
||||
word rlLoadShaderDefault, load_shader_default
|
||||
word rlUnloadShaderDefault, unload_shader_default
|
||||
word rlGetPixelDataSize, internal_get_pixel_data_size
|
||||
word rlMatrixIdentity, internal_matrix_identity
|
||||
word rlMatrixMultiply, internal_matrix_multiply
|
||||
word rlCheckRenderBatchLimit, check_render_batch_limit
|
||||
word rlLoadShaderDefault, load_shader_default
|
||||
word rlSetMatrixProjection, set_matrix_projection
|
||||
word rlUnloadFramebuffer, unload_framebuffer
|
||||
word rlReadScreenPixels, read_screen_pixels
|
||||
word rlReadTexturePixels, read_texture_pixels
|
||||
word rlGetShaderLocsDefault, get_shader_locs_default
|
||||
word rlGetPixelFormatName, get_pixel_format_name
|
@ -49,8 +49,10 @@ switch ($_){
|
||||
. $incremental_checks
|
||||
|
||||
# Clear out the current content first
|
||||
# remove-item $path_temp -Recurse
|
||||
# New-Item -ItemType Directory -Path $path_temp
|
||||
if ( test-path $path_temp) {
|
||||
remove-item $path_temp -Recurse
|
||||
}
|
||||
New-Item -ItemType Directory -Path $path_temp
|
||||
|
||||
if ( -not (Test-Path $path_binaries) ) {
|
||||
New-Item -ItemType Directory -Path $path_binaries
|
||||
@ -76,8 +78,10 @@ function setup-raylib {
|
||||
$path_raylib_glfw_inc = join-path $path_raylib_src 'external/glfw/include'
|
||||
$path_raylib_gputex = join-path $path_raylib_src 'external/rl_gputex.h'
|
||||
|
||||
remove-item $path_raylib_master -Recurse
|
||||
#invoke-webrequest -uri $url_raylib_zip -outfile $path_raylib_zip
|
||||
if ( test-path $path_raylib_master ) {
|
||||
remove-item $path_raylib_master -Recurse
|
||||
}
|
||||
invoke-webrequest -uri $url_raylib_zip -outfile $path_raylib_zip
|
||||
expand-archive -path $path_raylib_zip -destinationpath $path_temp
|
||||
|
||||
write-host "Building raylib with $vendor"
|
||||
@ -87,27 +91,27 @@ function setup-raylib {
|
||||
New-Item $path_build -ItemType Directory
|
||||
}
|
||||
|
||||
$raylib_headers = Get-ChildItem -Path $path_raylib_src -Filter '*.h' -File
|
||||
$raylib_modules = get-childitem -path $path_raylib_src -filter '*.c' -file
|
||||
$raylib_headers = Get-ChildItem -Path $path_raylib_src -Filter '*.h' -File
|
||||
$raylib_modules = get-childitem -path $path_raylib_src -filter '*.c' -file
|
||||
|
||||
# Refactor with refactor.exe
|
||||
if ( $true ) {
|
||||
$path_refactor = join-path $path_raylib 'raylib_c.refactor'
|
||||
$path_refactor_rlgl = join-path $path_raylib 'raylib_c_gl.refactor'
|
||||
$path_refactor = join-path $path_raylib 'raylib_cpp.refactor'
|
||||
$path_refactor_rlgl = join-path $path_raylib 'raylib_cpp_gl.refactor'
|
||||
|
||||
$fmt_includes = @()
|
||||
$files = @()
|
||||
foreach ( $header in $raylib_headers ) {
|
||||
$file_name = split-path $header -leaf
|
||||
|
||||
if ( -not $file_name.Equals('rlgl.h' ) ) {
|
||||
$fmt_includes += "$header"
|
||||
$files += "$header"
|
||||
}
|
||||
}
|
||||
foreach ( $module in $raylib_modules ) {
|
||||
$fmt_includes += "$module"
|
||||
$files += "$module"
|
||||
}
|
||||
|
||||
$fmt_includes += "$path_raylib_gputex"
|
||||
$files += "$path_raylib_gputex"
|
||||
|
||||
$platform_modules = @()
|
||||
foreach ( $module in (get-childitem -path $path_raylib_platforms -filter '*.c' -file) ) {
|
||||
@ -120,9 +124,9 @@ function setup-raylib {
|
||||
write-host "Beginning refactor...`n"
|
||||
$refactors = @(@())
|
||||
$refactorParams = @(
|
||||
"-debug",
|
||||
"-num=$($fmt_includes.Count)"
|
||||
"-src=$($fmt_includes)",
|
||||
# "-debug",
|
||||
"-num=$($files.Count)"
|
||||
"-src=$($files)",
|
||||
"-spec=$($path_refactor)"
|
||||
)
|
||||
& refactor $refactorParams
|
||||
@ -133,7 +137,7 @@ function setup-raylib {
|
||||
write-host "Beginning refactor...`n"
|
||||
$refactors = @(@())
|
||||
$refactorParams = @(
|
||||
"-debug",
|
||||
# "-debug",
|
||||
"-num=$($platform_modules.Count)"
|
||||
"-src=$($platform_modules)",
|
||||
"-spec=$($path_refactor)"
|
||||
@ -148,7 +152,7 @@ function setup-raylib {
|
||||
write-host "Beginning refactor just for rlgl.h...`n"
|
||||
$refactors = @(@())
|
||||
$refactorParams = @(
|
||||
"-debug",
|
||||
# "-debug",
|
||||
"-num=$($gl_modules.Count)"
|
||||
"-src=$($gl_modules)",
|
||||
"-spec=$($path_refactor_rlgl)"
|
||||
@ -221,7 +225,8 @@ function setup-raylib {
|
||||
|
||||
$compiler_args = @(
|
||||
($flag_define + 'PLATFORM_DESKTOP'),
|
||||
($flag_define + 'BUILD_LIBTYPE_SHARED')
|
||||
($flag_define + 'RL_BUILD_LIBTYPE_SHARED'),
|
||||
$flag_all_cpp
|
||||
)
|
||||
$linker_args = @(
|
||||
$flag_link_dll,
|
||||
@ -244,5 +249,6 @@ function setup-raylib {
|
||||
foreach ($header in $raylib_headers) {
|
||||
Copy-Item -Path $header -Destination (join-path $path_raylib_inc (split-path $header -Leaf))
|
||||
}
|
||||
remove-item -path $path_temp -Recurse
|
||||
}
|
||||
setup-raylib
|
||||
|
@ -92,8 +92,8 @@ function run-linker
|
||||
if ( $vendor -match "clang" )
|
||||
{
|
||||
# https://clang.llvm.org/docs/ClangCommandLineReference.html
|
||||
$flag_all_c = '/TC'
|
||||
$flag_all_cpp = '/TP'
|
||||
$flag_all_c = '-x c'
|
||||
$flag_all_cpp = '-x c++'
|
||||
$flag_compile = '-c'
|
||||
$flag_color_diagnostics = '-fcolor-diagnostics'
|
||||
$flag_no_color_diagnostics = '-fno-color-diagnostics'
|
||||
|
Loading…
Reference in New Issue
Block a user