Gitignore zig crap

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2026-05-05 23:15:08 +02:00
parent 823d0ae29b
commit e11ac4b05c
1396 changed files with 613924 additions and 0 deletions

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Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.

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const std = @import("std");
const builtin = @import("builtin");
pub const emsdk = struct {
const zemscripten = @import("zemscripten");
pub fn shell(raylib_dep: *std.Build.Dependency) std.Build.LazyPath {
return raylib_dep.path("src/shell.html");
}
pub const FlagsOptions = struct {
optimize: std.builtin.OptimizeMode,
asyncify: bool = true,
};
pub fn emccDefaultFlags(allocator: std.mem.Allocator, options: FlagsOptions) zemscripten.EmccFlags {
var emcc_flags = zemscripten.emccDefaultFlags(allocator, .{
.optimize = options.optimize,
.fsanitize = true,
});
if (options.asyncify)
emcc_flags.put("-sASYNCIFY", {}) catch unreachable;
return emcc_flags;
}
pub const SettingsOptions = struct {
optimize: std.builtin.OptimizeMode,
es3: bool = false,
glfw3: bool = true,
memory_growth: bool = false,
total_memory: u32 = 134217728,
emsdk_allocator: zemscripten.EmsdkAllocator = .emmalloc,
};
pub fn emccDefaultSettings(allocator: std.mem.Allocator, options: SettingsOptions) zemscripten.EmccSettings {
var emcc_settings = zemscripten.emccDefaultSettings(allocator, .{
.optimize = options.optimize,
.emsdk_allocator = options.emsdk_allocator,
});
if (options.es3) {
emcc_settings.put("FULL_ES3", "1") catch unreachable;
emcc_settings.put("MIN_WEBGL_VERSION", "2") catch unreachable;
emcc_settings.put("MAX_WEBGL_VERSION", "2") catch unreachable;
}
if (options.glfw3) {
emcc_settings.put("USE_GLFW", "3") catch unreachable;
}
const total_memory = std.fmt.allocPrint(allocator, "{d}", .{options.total_memory}) catch unreachable;
emcc_settings.put("EXPORTED_RUNTIME_METHODS", "['requestFullscreen']") catch unreachable;
emcc_settings.put("TOTAL_MEMORY", total_memory) catch unreachable;
emcc_settings.put("FORCE_FILESYSTEM", "1") catch unreachable;
emcc_settings.put("EXPORTED_RUNTIME_METHODS", "ccall") catch unreachable;
if (options.memory_growth)
emcc_settings.put("ALLOW_MEMORY_GROWTH", "1") catch unreachable;
return emcc_settings;
}
pub fn emccStep(b: *std.Build, raylib: *std.Build.Step.Compile, wasm: *std.Build.Step.Compile, options: zemscripten.StepOptions) *std.Build.Step {
const activate_emsdk_step = zemscripten.activateEmsdkStep(b);
const emsdk_dep = b.dependency("emsdk", .{});
raylib.root_module.addIncludePath(emsdk_dep.path("upstream/emscripten/cache/sysroot/include"));
wasm.root_module.addIncludePath(emsdk_dep.path("upstream/emscripten/cache/sysroot/include"));
const emcc_step = zemscripten.emccStep(b, wasm, options);
emcc_step.dependOn(activate_emsdk_step);
return emcc_step;
}
pub fn emrunStep(
b: *std.Build,
html_path: []const u8,
extra_args: []const []const u8,
) *std.Build.Step {
return zemscripten.emrunStep(b, html_path, extra_args);
}
};
pub fn linkWindows(mod: *std.Build.Module, opengl: bool, comptime shcore: bool) void {
if (opengl) mod.linkSystemLibrary("opengl32", .{});
mod.linkSystemLibrary("winmm", .{});
mod.linkSystemLibrary("gdi32", .{});
if (shcore) mod.linkSystemLibrary("shcore", .{});
}
fn findWaylandScanner(b: *std.Build) void {
_ = b.findProgram(&.{"wayland-scanner"}, &.{}) catch {
std.log.err(
\\ `wayland-scanner` may not be installed on the system.
\\ You can switch to X11 in your `build.zig` by changing `Options.linux_display_backend`
, .{});
@panic("`wayland-scanner` not found");
};
}
pub fn linkLinux(mod: *std.Build.Module, comptime display_backend: LinuxDisplayBackend) void {
if (display_backend == .None) {
mod.linkSystemLibrary("GL", .{});
}
if (display_backend == .X11) {
mod.linkSystemLibrary("X11", .{});
mod.linkSystemLibrary("Xrandr", .{});
mod.linkSystemLibrary("Xinerama", .{});
mod.linkSystemLibrary("Xi", .{});
mod.linkSystemLibrary("Xcursor", .{});
}
if (display_backend == .Wayland) {
mod.linkSystemLibrary("wayland-client", .{});
mod.linkSystemLibrary("wayland-cursor", .{});
mod.linkSystemLibrary("wayland-egl", .{});
mod.linkSystemLibrary("xkbcommon", .{});
}
}
pub fn linkBSD(_: *std.Build, mod: *std.Build.Module) void {
mod.linkSystemLibrary("GL", .{});
}
pub fn linkMacOS(b: *std.Build, mod: *std.Build.Module) void {
// Include xcode_frameworks for cross compilation
if (b.lazyDependency("xcode_frameworks", .{})) |dep| {
mod.addSystemFrameworkPath(dep.path("Frameworks"));
mod.addSystemIncludePath(dep.path("include"));
mod.addLibraryPath(dep.path("lib"));
}
mod.linkFramework("Foundation", .{});
mod.linkFramework("CoreServices", .{});
mod.linkFramework("CoreGraphics", .{});
mod.linkFramework("AppKit", .{});
mod.linkFramework("IOKit", .{});
}
fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile {
const raylib_mod = b.createModule(.{
.optimize = optimize,
.target = target,
.link_libc = true,
});
const raylib = b.addLibrary(.{
.name = "raylib",
.linkage = options.linkage,
.root_module = raylib_mod,
});
raylib_mod.addCMacro("_GNU_SOURCE", "");
raylib_mod.addCMacro("GL_SILENCE_DEPRECATION", "199309L");
var arena: std.heap.ArenaAllocator = .init(b.allocator);
defer arena.deinit();
var raylib_flags_arr: std.array_list.Managed([]const u8) = .init(arena.allocator());
var c_source_files: std.array_list.Managed([]const u8) = .init(arena.allocator());
try c_source_files.append("src/rcore.c");
if (target.result.os.tag == .emscripten) {
try raylib_flags_arr.append("-std=gnu99");
} else {
try raylib_flags_arr.append("-std=c99");
}
if (options.linkage == .dynamic) {
raylib_mod.pic = true;
raylib_mod.addCMacro("BUILD_LIBTYPE_SHARED", "");
}
if (options.config.len > 0) {
// Splits a space-separated list of config flags into multiple flags
//
// Note: This means certain flags like `-x c++` won't be processed properly.
// `-xc++` or similar should be used when possible
var config_iter = std.mem.tokenizeScalar(u8, options.config, ' ');
// Apply config flags supplied by the user
while (config_iter.next()) |config_flag| {
try raylib_flags_arr.append(config_flag);
}
}
raylib_mod.addCMacro("SUPPORT_MODULE_RSHAPES", &.{@as(u8, @intFromBool(options.rshapes)) + 0x30});
if (options.rshapes) {
try c_source_files.append("src/rshapes.c");
}
raylib_mod.addCMacro("SUPPORT_MODULE_RTEXTURES", &.{@as(u8, @intFromBool(options.rtextures)) + 0x30});
if (options.rtextures) {
try c_source_files.append("src/rtextures.c");
}
raylib_mod.addCMacro("SUPPORT_MODULE_RTEXT", &.{@as(u8, @intFromBool(options.rtext)) + 0x30});
if (options.rtext) {
try c_source_files.append("src/rtext.c");
}
raylib_mod.addCMacro("SUPPORT_MODULE_RMODELS", &.{@as(u8, @intFromBool(options.rmodels)) + 0x30});
if (options.rmodels) {
try c_source_files.append("src/rmodels.c");
}
raylib_mod.addCMacro("SUPPORT_MODULE_RAUDIO", &.{@as(u8, @intFromBool(options.raudio)) + 0x30});
if (options.raudio) {
try c_source_files.append("src/raudio.c");
}
raylib_mod.addIncludePath(b.path("src/platforms"));
switch (options.platform) {
.glfw => {
var opengl_version: OpenglVersion = options.opengl_version;
if (opengl_version == .gl_soft) {
@panic("The opengl version is not supported by this platform");
}
raylib_mod.addIncludePath(b.path("src/external/glfw/include"));
if (target.result.os.tag != .emscripten) {
if (opengl_version == .auto) {
opengl_version = OpenglVersion.gl_3_3;
}
raylib_mod.addCMacro("PLATFORM_DESKTOP_GLFW", "");
try c_source_files.append("src/rglfw.c");
}
switch (target.result.os.tag) {
.windows => linkWindows(raylib_mod, true, false),
.linux => {
if (target.result.abi.isAndroid()) {
@panic("Target is not supported with this platform");
}
linkLinux(raylib_mod, .None);
if (options.linux_display_backend == .X11 or options.linux_display_backend == .Both) {
raylib_mod.addCMacro("_GLFW_X11", "");
linkLinux(raylib_mod, .X11);
}
if (options.linux_display_backend == .Wayland or options.linux_display_backend == .Both) {
findWaylandScanner(b);
raylib_mod.addCMacro("_GLFW_WAYLAND", "");
linkLinux(raylib_mod, .Wayland);
try waylandGenerate(b, raylib, "src/external/glfw/deps/wayland/", false);
}
},
.freebsd, .openbsd, .netbsd, .dragonfly => linkBSD(b, raylib_mod),
.macos => {
// On macos rglfw.c include Objective-C files.
_ = c_source_files.pop();
try raylib_flags_arr.append("-ObjC");
raylib_mod.addCSourceFile(.{
.file = b.path("src/rglfw.c"),
.flags = raylib_flags_arr.items,
});
_ = raylib_flags_arr.pop();
linkMacOS(b, raylib_mod);
},
.emscripten => {
switch (opengl_version) {
.auto => opengl_version = OpenglVersion.gles_2,
.gles_2, .gles_3, .gl_soft => {},
else => @panic("opengl version not supported"),
}
raylib_mod.addCMacro("PLATFORM_WEB", "");
const activate_emsdk_step = emsdk.zemscripten.activateEmsdkStep(b);
raylib.step.dependOn(activate_emsdk_step);
},
else => @panic("Target is not supported with this platform"),
}
raylib_mod.addCMacro(opengl_version.toCMacroStr(), "");
},
.rgfw => {
var opengl_version: OpenglVersion = options.opengl_version;
if (target.result.os.tag != .emscripten) {
if (opengl_version == .auto) {
opengl_version = OpenglVersion.gl_3_3;
}
raylib_mod.addCMacro("PLATFORM_DESKTOP_RGFW", "");
}
switch (target.result.os.tag) {
.windows => linkWindows(raylib_mod, true, false),
.linux => {
if (target.result.abi.isAndroid()) {
@panic("Target is not supported with this platform");
}
linkLinux(raylib_mod, .None);
if (options.linux_display_backend == .X11 or options.linux_display_backend == .Both) {
raylib_mod.addCMacro("RGFW_X11", "");
raylib_mod.addCMacro("RGFW_UNIX", "");
linkLinux(raylib_mod, .X11);
}
if (options.linux_display_backend == .Wayland or options.linux_display_backend == .Both) {
findWaylandScanner(b);
if (options.linux_display_backend != .Both) {
raylib_mod.addCMacro("RGFW_NO_X11", "");
}
raylib_mod.addCMacro("RGFW_WAYLAND", "");
raylib_mod.addCMacro("EGLAPIENTRY", "");
linkLinux(raylib_mod, .Wayland);
try waylandGenerate(b, raylib, "src/external/RGFW/deps/wayland/", true);
}
},
.freebsd, .openbsd, .netbsd, .dragonfly => linkBSD(b, raylib_mod),
.macos => linkMacOS(b, raylib_mod),
.emscripten => {
switch (opengl_version) {
.auto => opengl_version = OpenglVersion.gles_2,
.gles_2, .gles_3, .gl_soft => {},
else => @panic("opengl version not supported"),
}
raylib_mod.addCMacro("PLATFORM_WEB_RGFW", "");
const activate_emsdk_step = emsdk.zemscripten.activateEmsdkStep(b);
raylib.step.dependOn(activate_emsdk_step);
},
else => @panic("Target is not supported with this platform"),
}
raylib_mod.addCMacro(opengl_version.toCMacroStr(), "");
},
.sdl, .sdl2, .sdl3 => {
if (options.opengl_version == .auto) {
raylib_mod.addCMacro(OpenglVersion.gl_3_3.toCMacroStr(), "");
} else {
raylib_mod.addCMacro(options.opengl_version.toCMacroStr(), "");
}
raylib_mod.addCMacro("PLATFORM_DESKTOP_SDL", "");
if (options.platform == .sdl2) {
raylib_mod.addCMacro("USING_SDL2_PACKAGE", "");
}
if (options.platform == .sdl3) {
raylib_mod.addCMacro("USING_SDL3_PACKAGE", "");
}
},
.memory => {
if (options.opengl_version != .auto and options.opengl_version != .gl_soft) {
@panic("The opengl version is not supported by this platform");
}
raylib_mod.addCMacro(OpenglVersion.gl_soft.toCMacroStr(), "");
raylib_mod.addCMacro("PLATFORM_MEMORY", "");
},
.win32 => {
if (target.result.os.tag != .windows) {
@panic("Target is not supported with this platform");
}
if (options.opengl_version == .auto) {
raylib_mod.addCMacro(OpenglVersion.gl_3_3.toCMacroStr(), "");
} else {
raylib_mod.addCMacro(options.opengl_version.toCMacroStr(), "");
}
raylib_mod.addCMacro("PLATFORM_DESKTOP_WIN32", "");
linkWindows(raylib_mod, options.opengl_version != .gl_soft, true);
},
.drm => {
if (target.result.os.tag != .linux) {
@panic("Target is not supported with this platform");
}
raylib_mod.addCMacro("PLATFORM_DRM", "");
raylib_mod.addCMacro("EGL_NO_X11", "");
raylib_mod.addCMacro("DEFAULT_BATCH_BUFFER_ELEMENT", "");
try raylib_flags_arr.append("-Werror=implicit-function-declaration");
raylib_mod.linkSystemLibrary("libdrm", .{ .use_pkg_config = .force });
raylib_mod.linkSystemLibrary("drm", .{});
raylib_mod.linkSystemLibrary("gbm", .{});
switch (options.opengl_version) {
.auto, .gles_2 => {
raylib_mod.addCMacro(OpenglVersion.gles_2.toCMacroStr(), "");
raylib_mod.linkSystemLibrary("GLESv2", .{});
raylib_mod.linkSystemLibrary("EGL", .{});
},
.gl_soft => {},
else => @panic("The opengl version is not supported by this platform"),
}
},
.android => {
if (!target.result.abi.isAndroid()) {
@panic("Target is not supported with this platform");
}
raylib_mod.addCMacro("PLATFORM_ANDROID", "");
raylib_mod.linkSystemLibrary("EGL", .{});
switch (options.opengl_version) {
.auto, .gles_2 => {
raylib_mod.addCMacro(OpenglVersion.gles_2.toCMacroStr(), "");
raylib_mod.linkSystemLibrary("GLESv2", .{});
},
else => @panic("The opengl version is not supported by this platform"),
}
//these are the only tag options per https://developer.android.com/ndk/guides/other_build_systems
const hostTuple = switch (builtin.target.os.tag) {
.linux => "linux-x86_64",
.windows => "windows-x86_64",
.macos => "darwin-x86_64",
else => @panic("unsupported host OS"),
};
const androidTriple = switch (target.result.cpu.arch) {
.x86 => "i686-linux-android",
.x86_64 => "x86_64-linux-android",
.arm => "arm-linux-androideabi",
.aarch64 => "aarch64-linux-android",
.riscv64 => "riscv64-linux-android",
else => error.InvalidAndroidTarget,
} catch @panic("invalid android target!");
const androidNdkPathString: []const u8 = options.android_ndk;
if (androidNdkPathString.len < 1) @panic("no ndk path provided and ANDROID_NDK_HOME is not set");
const androidApiLevel: []const u8 = options.android_api_version;
const androidSysroot = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/toolchains/llvm/prebuilt/", hostTuple, "/sysroot" });
const androidLibPath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/lib/", androidTriple });
const androidApiSpecificPath = try std.fs.path.join(b.allocator, &.{ androidLibPath, androidApiLevel });
const androidIncludePath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/include" });
const androidArchIncludePath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, androidTriple });
const androidAsmPath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, "/asm-generic" });
const androidGluePath = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/sources/android/native_app_glue/" });
raylib_mod.addLibraryPath(.{ .cwd_relative = androidLibPath });
raylib_mod.addLibraryPath(.{ .cwd_relative = androidApiSpecificPath });
raylib_mod.addSystemIncludePath(.{ .cwd_relative = androidIncludePath });
raylib_mod.addSystemIncludePath(.{ .cwd_relative = androidArchIncludePath });
raylib_mod.addSystemIncludePath(.{ .cwd_relative = androidAsmPath });
raylib_mod.addSystemIncludePath(.{ .cwd_relative = androidGluePath });
const libc_data = try std.fmt.allocPrint(b.allocator,
\\include_dir={0s}/sysroot/usr/include
\\sys_include_dir={0s}/sysroot/usr/include/aarch64-linux-android
\\crt_dir={0s}/sysroot/usr/lib/aarch64-linux-android/24
\\static_lib_dir={0s}/sysroot/usr/lib/aarch64-linux-android/24
\\msvc_lib_dir=
\\kernel32_lib_dir=
\\gcc_dir=
\\
, .{androidNdkPathString});
const write_step = b.addWriteFiles();
const libcFile = write_step.add("android-libc.txt", libc_data);
raylib.setLibCFile(libcFile);
},
}
raylib_mod.addCSourceFiles(.{
.files = c_source_files.items,
.flags = raylib_flags_arr.items,
});
return raylib;
}
fn addRaygui(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, raylib: *std.Build.Step.Compile) void {
if (b.lazyDependency("raygui", .{
.target = target,
.optimize = optimize,
.link_libc = true,
})) |raygui_dep| {
var gen_step = b.addWriteFiles();
raylib.step.dependOn(&gen_step.step);
const raygui_c_path = gen_step.add("raygui.c", "#define RAYGUI_IMPLEMENTATION\n#include \"raygui.h\"\n");
raylib.root_module.addCSourceFile(.{ .file = raygui_c_path });
raylib.root_module.addIncludePath(raygui_dep.path("src"));
raylib.root_module.addIncludePath(b.path("src"));
raylib.installHeader(raygui_dep.path("src/raygui.h"), "raygui.h");
const c = b.addTranslateC(.{
.root_source_file = raygui_dep.path("src/raygui.h"),
.target = target,
.optimize = optimize,
.link_libc = true,
});
c.addIncludePath(b.path("src"));
const c_mod = c.createModule();
c_mod.linkLibrary(raylib);
b.modules.put(b.graph.arena, "raygui", c_mod) catch @panic("OOM");
}
}
pub const Options = struct {
raudio: bool = true,
rmodels: bool = true,
rshapes: bool = true,
rtext: bool = true,
rtextures: bool = true,
raygui: bool = false,
platform: PlatformBackend = .glfw,
linkage: std.builtin.LinkMode = .static,
linux_display_backend: LinuxDisplayBackend = .X11,
opengl_version: OpenglVersion = .auto,
android_ndk: []const u8 = "",
android_api_version: []const u8 = "35",
/// config should be a list of space-separated cflags, eg, "-DSUPPORT_CUSTOM_FRAME_CONTROL"
config: []const u8 = &.{},
const defaults = Options{};
pub fn getOptions(b: *std.Build) Options {
return .{
.platform = b.option(PlatformBackend, "platform", "Choose the platform backend for desktop target") orelse defaults.platform,
.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,
.rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels,
.rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext,
.rtextures = b.option(bool, "rtextures", "Compile with textures support") orelse defaults.rtextures,
.rshapes = b.option(bool, "rshapes", "Compile with shapes support") orelse defaults.rshapes,
.raygui = b.option(bool, "raygui", "Include raygui") orelse defaults.raygui,
.linkage = b.option(std.builtin.LinkMode, "linkage", "Compile as shared or static library") orelse defaults.linkage,
.linux_display_backend = b.option(LinuxDisplayBackend, "linux_display_backend", "Linux display backend to use") orelse defaults.linux_display_backend,
.opengl_version = b.option(OpenglVersion, "opengl_version", "OpenGL version to use") orelse defaults.opengl_version,
.config = b.option([]const u8, "config", "Compile with custom define macros overriding config.h") orelse &.{},
.android_ndk = b.option([]const u8, "android_ndk", "specify path to android ndk") orelse b.graph.environ_map.get("ANDROID_NDK_HOME") orelse "",
.android_api_version = b.option([]const u8, "android_api_version", "specify target android API level") orelse defaults.android_api_version,
};
}
};
pub const OpenglVersion = enum {
auto,
gl_soft,
gl_1_1,
gl_2_1,
gl_3_3,
gl_4_3,
gles_2,
gles_3,
pub fn toCMacroStr(self: @This()) []const u8 {
switch (self) {
.auto => @panic("OpenglVersion.auto cannot be turned into a C macro string"),
.gl_soft => return "GRAPHICS_API_OPENGL_SOFTWARE",
.gl_1_1 => return "GRAPHICS_API_OPENGL_11",
.gl_2_1 => return "GRAPHICS_API_OPENGL_21",
.gl_3_3 => return "GRAPHICS_API_OPENGL_33",
.gl_4_3 => return "GRAPHICS_API_OPENGL_43",
.gles_2 => return "GRAPHICS_API_OPENGL_ES2",
.gles_3 => return "GRAPHICS_API_OPENGL_ES3",
}
}
};
pub const LinuxDisplayBackend = enum {
None,
X11,
Wayland,
Both,
};
pub const PlatformBackend = enum {
glfw,
rgfw,
sdl,
sdl2,
sdl3,
memory,
win32,
drm,
android,
};
fn translateCMod(
comptime header: []const u8,
b: *std.Build,
target: std.Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
raylib: *std.Build.Step.Compile,
) void {
const c = b.addTranslateC(.{
.root_source_file = b.path("src/" ++ header ++ ".h"),
.target = target,
.optimize = optimize,
.link_libc = true,
});
const c_mod = c.createModule();
c_mod.linkLibrary(raylib);
b.modules.put(b.graph.arena, header, c_mod) catch @panic("OOM");
}
pub fn build(b: *std.Build) !void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const options: Options = .getOptions(b);
const lib = try compileRaylib(b, target, optimize, options);
lib.installHeader(b.path("src/raylib.h"), "raylib.h");
lib.installHeader(b.path("src/rcamera.h"), "rcamera.h");
lib.installHeader(b.path("src/raymath.h"), "raymath.h");
lib.installHeader(b.path("src/rlgl.h"), "rlgl.h");
b.installArtifact(lib);
translateCMod("raylib", b, target, optimize, lib);
translateCMod("rcamera", b, target, optimize, lib);
translateCMod("raymath", b, target, optimize, lib);
translateCMod("rlgl", b, target, optimize, lib);
if (options.raygui) {
addRaygui(b, target, optimize, lib);
}
const examples = b.step("examples", "build/install all examples");
examples.dependOn(try addExamples("core", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("audio", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("models", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("shaders", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("shapes", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("text", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("textures", b, target, optimize, lib, options.platform));
examples.dependOn(try addExamples("others", b, target, optimize, lib, options.platform));
}
fn addExamples(
comptime module: []const u8,
b: *std.Build,
target: std.Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
raylib: *std.Build.Step.Compile,
platform: PlatformBackend,
) !*std.Build.Step {
const all = b.step(module, "All " ++ module ++ " examples");
const module_subpath = b.pathJoin(&.{ "examples", module });
var dir = try b.build_root.handle.openDir(b.graph.io, module_subpath, .{ .iterate = true });
defer dir.close(b.graph.io);
var iter = dir.iterate();
while (try iter.next(b.graph.io)) |entry| {
if (entry.kind != .file) continue;
const filetype = std.fs.path.extension(entry.name);
if (!std.mem.eql(u8, filetype, ".c")) continue;
const filename = std.fs.path.stem(entry.name);
const path = b.pathJoin(&.{ module_subpath, entry.name });
const exe_mod = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
});
exe_mod.addCSourceFile(.{ .file = b.path(path) });
exe_mod.linkLibrary(raylib);
if (platform == .sdl) {
exe_mod.linkSystemLibrary("SDL2", .{});
exe_mod.linkSystemLibrary("SDL3", .{});
}
if (platform == .sdl2) {
exe_mod.linkSystemLibrary("SDL2", .{});
}
if (platform == .sdl3) {
exe_mod.linkSystemLibrary("SDL3", .{});
}
if (std.mem.eql(u8, filename, "rlgl_standalone")) {
if (platform != .glfw) continue;
exe_mod.addIncludePath(b.path("src"));
exe_mod.addIncludePath(b.path("src/external/glfw/include"));
}
if (std.mem.eql(u8, filename, "raylib_opengl_interop")) {
if (platform == .drm) continue;
if (target.result.os.tag == .macos) continue;
exe_mod.addIncludePath(b.path("src/external"));
}
const run_step = b.step(filename, filename);
// web exports are completely separate
if (target.query.os_tag == .emscripten) {
exe_mod.addCMacro("PLATFORM_WEB", "");
const wasm = b.addLibrary(.{
.name = filename,
.root_module = exe_mod,
});
const install_dir: std.Build.InstallDir = .{ .custom = b.fmt("web/{s}/{s}", .{ module, filename }) };
const emcc_flags = emsdk.emccDefaultFlags(b.allocator, .{ .optimize = optimize });
const emcc_settings = emsdk.emccDefaultSettings(b.allocator, .{ .optimize = optimize });
const emcc_step = emsdk.emccStep(b, raylib, wasm, .{
.optimize = optimize,
.flags = emcc_flags,
.settings = emcc_settings,
.shell_file_path = b.path("src/shell.html"),
.install_dir = install_dir,
});
b.getInstallStep().dependOn(emcc_step);
const html_filename = try std.fmt.allocPrint(b.allocator, "{s}.html", .{wasm.name});
const emrun_step = emsdk.emrunStep(
b,
b.getInstallPath(install_dir, html_filename),
&.{},
);
emrun_step.dependOn(emcc_step);
run_step.dependOn(emrun_step);
all.dependOn(emcc_step);
} else {
exe_mod.addCMacro("PLATFORM_DESKTOP", "");
const exe = b.addExecutable(.{
.name = filename,
.root_module = exe_mod,
.use_lld = target.result.os.tag == .windows,
});
b.installArtifact(exe);
const install_cmd = b.addInstallArtifact(exe, .{ .dest_sub_path = b.fmt("{s}/{s}", .{ module, filename }) });
const run_cmd = b.addRunArtifact(exe);
run_cmd.cwd = b.path(module_subpath);
run_cmd.step.dependOn(&install_cmd.step);
run_step.dependOn(&run_cmd.step);
all.dependOn(&install_cmd.step);
}
}
return all;
}
fn waylandGenerate(
b: *std.Build,
raylib: *std.Build.Step.Compile,
comptime waylandDir: []const u8,
comptime source: bool,
) !void {
const dir = try b.build_root.handle.openDir(b.graph.io, waylandDir, .{ .iterate = true });
defer dir.close(b.graph.io);
var iter = dir.iterate();
while (try iter.next(b.graph.io)) |entry| {
if (entry.kind != .file) continue;
const protocolDir = b.pathJoin(&.{ waylandDir, entry.name });
const filename = std.fs.path.stem(entry.name);
const clientHeader = b.fmt("{s}-client-protocol.h", .{filename});
const client_step = b.addSystemCommand(&.{ "wayland-scanner", "client-header" });
client_step.addFileArg(b.path(protocolDir));
raylib.root_module.addIncludePath(client_step.addOutputFileArg(clientHeader).dirname());
raylib.step.dependOn(&client_step.step);
if (comptime source) {
const privateCode = b.fmt("{s}-client-protocol-code.c", .{filename});
const private_step = b.addSystemCommand(&.{ "wayland-scanner", "private-code" });
private_step.addFileArg(b.path(protocolDir));
raylib.root_module.addCSourceFile(.{
.file = private_step.addOutputFileArg(privateCode),
.flags = &.{ "-std=c99", "-O2" },
});
raylib.step.dependOn(&private_step.step);
} else {
const privateCodeHeader = b.fmt("{s}-client-protocol-code.h", .{filename});
const private_head_step = b.addSystemCommand(&.{ "wayland-scanner", "private-code" });
private_head_step.addFileArg(b.path(protocolDir));
raylib.root_module.addIncludePath(private_head_step.addOutputFileArg(privateCodeHeader).dirname());
raylib.step.dependOn(&private_head_step.step);
}
}
}

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@ -0,0 +1,36 @@
.{
.name = .raylib,
.version = "6.0.0",
.minimum_zig_version = "0.16.0",
.fingerprint = 0x13035e5cb8bc1ac2, // Changing this has security and trust implications.
.dependencies = .{
.xcode_frameworks = .{
.url = "https://pkg.machengine.org/xcode-frameworks/8a1cfb373587ea4c9bb1468b7c986462d8d4e10e.tar.gz",
.hash = "N-V-__8AALShqgXkvqYU6f__FrA22SMWmi2TXCJjNTO1m8XJ",
.lazy = true,
},
.raygui = .{
.url = "git+https://github.com/raysan5/raygui#3b2855842ab578a034f827c38cf8f62c042fc983",
.hash = "N-V-__8AAHvybwBw1kyBGn0BW_s1RqIpycNjLf_XbE-fpLUF",
.lazy = true,
},
.emsdk = .{
.url = "git+https://github.com/emscripten-core/emsdk#4.0.9",
.hash = "N-V-__8AAJl1DwBezhYo_VE6f53mPVm00R-Fk28NPW7P14EQ",
},
.zemscripten = .{
.url = "git+https://github.com/zig-gamedev/zemscripten#3fa4b778852226c7346bdcc3c1486e875a9a6d02",
.hash = "zemscripten-0.2.0-dev-sRlDqApRAACspTbAZnuNKWIzfWzSYgYkb2nWAXZ-tqqt",
},
},
.paths = .{
"build.zig",
"build.zig.zon",
"src",
"examples",
"LICENSE",
},
}

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@ -0,0 +1,211 @@
# Setup the project and settings
project(examples)
# Directories that contain examples
set(example_dirs
audio
core
models
others
shaders
shapes
text
textures
)
# Next few lines will check for existence of symbols or header files
# They are needed for the physac example and threads examples
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
include(CheckSymbolExists)
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
set(CMAKE_REQUIRED_DEFINITIONS)
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
set(example_dirs ${example_dirs} physac)
endif ()
include(CheckIncludeFile)
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
find_package(Threads)
if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
if (THREADS_HAVE_PTHREAD_ARG)
add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
endif ()
if (CMAKE_THREAD_LIBS_INIT)
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
endif ()
endif ()
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
add_definitions(-DGL_SILENCE_DEPRECATION)
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
endif ()
# Collect all source files and resource files
# into a CMake variable
set(example_sources)
set(example_resources)
foreach (example_dir ${example_dirs})
# Get the .c files
file(GLOB sources ${example_dir}/*.c)
list(APPEND example_sources ${sources})
# Any any resources
file(GLOB resources ${example_dir}/resources/*)
list(APPEND example_resources ${resources})
endforeach ()
if(NOT CMAKE_USE_PTHREADS_INIT OR NOT HAVE_STDATOMIC_H)
# Items requiring pthreads
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
endif ()
if (${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_magicavoxel_loading.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_view_depth.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
elseif (${PLATFORM} MATCHES "Web")
set(example_sources) # clear example_sources
list(APPEND example_sources others/web_basic_window.c)
list(APPEND example_sources core/core_input_gestures_testbed.c)
elseif ("${PLATFORM}" STREQUAL "DRM")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
elseif ("${PLATFORM}" MATCHES "Memory")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
elseif ("${OPENGL_VERSION}" STREQUAL "Software")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
elseif (NOT SUPPORT_GESTURES_SYSTEM)
# Items requiring gestures system
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_basic_screen_manager.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_input_gestures_web.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_input_gestures.c)
endif ()
# The rlgl_standalone example only targets desktop, without shared libraries.
if (BUILD_SHARED_LIBS OR NOT ${PLATFORM} MATCHES "Desktop")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
endif()
# The audio examples fail to link if raylib is built without raudio
if (NOT SUPPORT_MODULE_RAUDIO)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_mixed_processor.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_module_playing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_music_stream.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_raw_stream.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_sound_loading.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_sound_multi.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_stream_effects.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/embedded_files_loading.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_sprite_button.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_sprite_explosion.c)
endif()
include_directories(BEFORE SYSTEM others/external/include)
if (NOT TARGET raylib)
find_package(raylib 2.0 REQUIRED)
endif ()
# Do each example
foreach (example_source ${example_sources})
# Create the basename for the example
get_filename_component(example_name ${example_source} NAME)
string(REPLACE ".c" "" example_name ${example_name})
# Setup the example
add_executable(${example_name} ${example_source})
target_link_libraries(${example_name} raylib)
if (NOT WIN32)
target_link_libraries(${example_name} m)
endif()
string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
string(APPEND resources_dir "resources")
if (${PLATFORM} MATCHES "Web")
target_compile_options(${example_name} PRIVATE -Os)
target_link_options(${example_name} PRIVATE
-sALLOW_MEMORY_GROWTH=1
-sEXPORTED_RUNTIME_METHODS=[requestFullscreen]
-sUSE_GLFW=3
--shell-file "${CMAKE_SOURCE_DIR}/src/shell.html"
)
set_target_properties(${example_name} PROPERTIES SUFFIX ".html")
if (EXISTS ${resources_dir})
# The local resources path needs to be mapped to /resources virtual path
string(APPEND resources_dir "@resources")
set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
endif ()
if(${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES3")
target_link_options(${example_name} PUBLIC "-sMIN_WEBGL_VERSION=2")
target_link_options(${example_name} PUBLIC "-sMAX_WEBGL_VERSION=2")
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(${example_name} "-framework IOKit")
target_link_libraries(${example_name} "-framework Cocoa")
target_link_libraries(${example_name} "-framework OpenGL")
endif()
elseif (${PLATFORM} MATCHES "RGFW")
if (APPLE)
target_link_libraries(${example_name} "-framework IOKit")
target_link_libraries(${example_name} "-framework Cocoa")
target_link_libraries(${example_name} "-framework OpenGL")
elseif (WIN32)
target_link_libraries(${example_name} "-lgdi32")
target_link_libraries(${example_name} "-lwinmm")
elseif (UNIX)
target_link_libraries(${example_name} "-lX11")
target_link_libraries(${example_name} "-lXrandr")
endif()
endif ()
endforeach ()
# Copy all of the resource files to the destination
file(COPY ${example_resources} DESTINATION "resources/")

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@ -0,0 +1,808 @@
#**************************************************************************************************
#
# raylib makefile for multiple platforms
#
# This file supports building raylib examples for the following platforms:
#
# > PLATFORM_DESKTOP
# - Defaults to PLATFORM_DESKTOP_GLFW
# > PLATFORM_DESKTOP_GFLW (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
# - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
# > PLATFORM_DESKTOP_SDL (SDL backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - Others (not tested)
# > PLATFORM_DESKTOP_RGFW (RGFW backend):
# - Windows (Win32, Win64)
# - Linux (X11 desktop mode)
# - macOS/OSX (x64, arm64 (not tested))
# - Others (not tested)
# > PLATFORM_WEB_RGFW:
# - HTML5 (WebAssembly)
# > PLATFORM_WEB:
# - HTML5 (WebAssembly)
# > PLATFORM_DRM:
# - Raspberry Pi 0-5 (DRM/KMS)
# - Linux DRM subsystem (KMS mode)
# > PLATFORM_ANDROID:
# - Android (ARM, ARM64)
#
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
.PHONY: all clean
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_WEB_RGFW
PLATFORM ?= PLATFORM_DESKTOP
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
TARGET_PLATFORM := $(PLATFORM)
override PLATFORM = PLATFORM_DESKTOP
else
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
else
TARGET_PLATFORM = $(PLATFORM)
endif
endif
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 6.0.0
RAYLIB_PATH ?= ..
# Define raylib source code path
RAYLIB_SRC_PATH ?= ../src
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
DESTDIR ?= /usr/local
RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
USE_EXTERNAL_GLFW ?= FALSE
# Enable support for X11 by default on Linux when using GLFW
# NOTE: Wayland is disabled by default, only enable if you are sure
GLFW_LINUX_ENABLE_WAYLAND ?= FALSE
GLFW_LINUX_ENABLE_X11 ?= TRUE
# Enable support for X11 by default on Linux when using RGFW
# NOTE: Wayland is disabled by default, only enable if you are sure
RGFW_LINUX_ENABLE_WAYLAND ?= FALSE
RGFW_LINUX_ENABLE_X11 ?= TRUE
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
# WARNING: Library is not included in raylib, it MUST be configured by users
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib
SDL_LIBRARIES ?= -lSDL2 -lSDL2main
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# PLATFORM_WEB: Default properties
BUILD_WEB_ASYNCIFY ?= TRUE
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
BUILD_WEB_HEAP_SIZE ?= 134217728
BUILD_WEB_RESOURCES ?= TRUE
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
# Use WebGL2 backend (OpenGL 3.0)
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
BUILD_WEB_WEBGL2 ?= FALSE
# Determine PLATFORM_OS when required
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS = WINDOWS
else
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS = OSX
endif
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
endif
endif
# Default path for raylib on Raspberry Pi
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/raylib/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.13.3_64bit
NODE_PATH = $(EMSDK_PATH)/node/22.16.0_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
endif
# Define default C compiler: CC
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
endif
ifeq ($(PLATFORM_OS),BSD)
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
CC = clang
endif
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
# Define default make program: MAKE
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
else
EMMAKE := $(shell command -v emmake)
ifneq (, $(EMMAKE))
MAKE = $(EMMAKE) make
else
MAKE = mingw32-make
endif
endif
endif
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wno-unused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g -D_DEBUG
else
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
CFLAGS += -Os
endif
else
CFLAGS += -O2
endif
endif
# Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Some external/extras libraries could be required (stb, easings...)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS)
# Define additional directories containing required header files
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
# Define library paths containing required libs: LDFLAGS
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),LINUX)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
# -sUSE_PTHREADS=1 # multithreading support
# -sWASM=0 # disable Web Assembly, emitted by default
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# -sMINIFY_HTML=0 # minify generated html from shell.html
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
# --shell-file shell.html # define a custom shell .html and output extension
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
# Using GLFW3 library (instead of RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
LDFLAGS += -sUSE_GLFW=3
endif
# Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -sASYNCIFY
endif
# NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0)
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
ifeq ($(BUILD_WEB_WEBGL2),TRUE)
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
endif
# Add resources building if required
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
endif
# Add debug mode flags if required
ifeq ($(BUILD_MODE),DEBUG)
LDFLAGS += -sASSERTIONS=1 --profiling
endif
# Define a custom shell .html and output extension
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
EXT = .html
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
endif
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
# On Wayland, additional libraries requires
ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE)
# On X11, additional libraries required
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
# NOTE: Required packages: mesa-libs
LDFLAGS += -L/usr/X11R7/lib -Wl,-R/usr/X11R7/lib
LDLIBS = -lraylib -lGL -lm -lpthread
# On XWindow requires also below libraries
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
# NOTE: It could require additional packages installed: libglfw3-dev
LDLIBS += -lglfw
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lraylib $(SDL_LIBRARIES) -lopengl32 -lgdi32
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
# On X11, addition libraries required
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# On Wayland, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDFLAGS += -L..\src
LDLIBS = -lraylib -lgdi32 -lwinmm -lopengl32
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compipling
# NOTE: Required packages: libegl1-mesa-dev
LDFLAGS += -L../src
LDLIBS = -lraylib -lm
ifeq ($(RGFW_LINUX_ENABLE_X11),TRUE)
LDLIBS += -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lpthread -ldl -lrt
endif
ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDFLAGS += -L../src
LDLIBS = -lraylib -lm
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl -latomic
# TODO: Examples compilation does not define GRAPHICS, is it required?
#ifeq ($(GRAPHICS),GRAPHICS_API_OPENGL_ES2)
# LDLIBS += -lGLESv2 -lEGL
#endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
# Libraries for Windows desktop compilation
LDFLAGS += -L..\src
LDLIBS = -lraylib -lgdi32 -lwinmm -lshcore
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_SOFTWARE)
LDLIBS += -lopengl32
endif
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
endif
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define source code object files required
#------------------------------------------------------------------------------------------------
#EXAMPLES_LIST_START
CORE = \
core/core_2d_camera \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
core/core_3d_camera_first_person \
core/core_3d_camera_fps \
core/core_3d_camera_free \
core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_clipboard_text \
core/core_compute_hash \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_delta_time \
core/core_directory_files \
core/core_drop_files \
core/core_highdpi_demo \
core/core_highdpi_testbed \
core/core_input_actions \
core/core_input_gamepad \
core/core_input_gestures \
core/core_input_gestures_testbed \
core/core_input_keys \
core/core_input_mouse \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
core/core_keyboard_testbed \
core/core_monitor_detector \
core/core_random_sequence \
core/core_random_values \
core/core_render_texture \
core/core_scissor_test \
core/core_screen_recording \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_text_file_loading \
core/core_undo_redo \
core/core_viewport_scaling \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_window_web \
core/core_world_screen
SHAPES = \
shapes/shapes_ball_physics \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \
shapes/shapes_clock_of_clocks \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_dashed_line \
shapes/shapes_digital_clock \
shapes/shapes_double_pendulum \
shapes/shapes_easings_ball \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_easings_testbed \
shapes/shapes_following_eyes \
shapes/shapes_hilbert_curve \
shapes/shapes_kaleidoscope \
shapes/shapes_lines_bezier \
shapes/shapes_lines_drawing \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_math_angle_rotation \
shapes/shapes_math_sine_cosine \
shapes/shapes_mouse_trail \
shapes/shapes_penrose_tile \
shapes/shapes_pie_chart \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
shapes/shapes_recursive_tree \
shapes/shapes_ring_drawing \
shapes/shapes_rlgl_color_wheel \
shapes/shapes_rlgl_triangle \
shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_simple_particles \
shapes/shapes_splines_drawing \
shapes/shapes_starfield_effect \
shapes/shapes_top_down_lights \
shapes/shapes_triangle_strip \
shapes/shapes_vector_angle
TEXTURES = \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_cellular_automata \
textures/textures_clipboard_image \
textures/textures_fog_of_war \
textures/textures_framebuffer_rendering \
textures/textures_gif_player \
textures/textures_image_channel \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_kernel \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
textures/textures_logo_raylib \
textures/textures_magnifying_glass \
textures/textures_mouse_painting \
textures/textures_npatch_drawing \
textures/textures_particles_blending \
textures/textures_polygon_drawing \
textures/textures_raw_data \
textures/textures_screen_buffer \
textures/textures_sprite_animation \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_sprite_stacking \
textures/textures_srcrec_dstrec \
textures/textures_textured_curve \
textures/textures_tiled_drawing \
textures/textures_to_image
TEXT = \
text/text_3d_drawing \
text/text_codepoints_loading \
text/text_font_filters \
text/text_font_loading \
text/text_font_sdf \
text/text_font_spritefont \
text/text_format_text \
text/text_inline_styling \
text/text_input_box \
text/text_rectangle_bounds \
text/text_sprite_fonts \
text/text_strings_management \
text/text_unicode_emojis \
text/text_unicode_ranges \
text/text_words_alignment \
text/text_writing_anim
MODELS = \
models/models_animation_blend_custom \
models/models_animation_blending \
models/models_animation_gpu_skinning \
models/models_animation_timing \
models/models_basic_voxel \
models/models_billboard_rendering \
models/models_bone_socket \
models/models_box_collisions \
models/models_cubicmap_rendering \
models/models_decals \
models/models_directional_billboard \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
models/models_loading_iqm \
models/models_loading_m3d \
models/models_loading_vox \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_point_rendering \
models/models_rlgl_solar_system \
models/models_rotating_cube \
models/models_skybox_rendering \
models/models_tesseract_view \
models/models_textured_cube \
models/models_waving_cubes \
models/models_yaw_pitch_roll
SHADERS = \
shaders/shaders_ascii_rendering \
shaders/shaders_basic_lighting \
shaders/shaders_basic_pbr \
shaders/shaders_cel_shading \
shaders/shaders_color_correction \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_rendering \
shaders/shaders_depth_rendering \
shaders/shaders_depth_writing \
shaders/shaders_eratosthenes_sieve \
shaders/shaders_fog_rendering \
shaders/shaders_game_of_life \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap_rendering \
shaders/shaders_mandelbrot_set \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_normalmap_rendering \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching_rendering \
shaders/shaders_rlgl_compute \
shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap_rendering \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight_rendering \
shaders/shaders_texture_outline \
shaders/shaders_texture_rendering \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
audio/audio_sound_positioning \
audio/audio_spectrum_visualizer \
audio/audio_stream_callback \
audio/audio_stream_effects
#EXAMPLES_LIST_END
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
textures: $(TEXTURES)
text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.c
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
$(MAKE) -f Makefile.Web $@
else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -D$(TARGET_PLATFORM)
endif
# Clean everything
clean:
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),BSD)
find . -type f -perm -ugo+x -delete
rm -fv *.o
endif
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
else
rm -f */*.wasm */*.html */*.js */*.data
endif
endif
@echo Cleaning done

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@ -0,0 +1,412 @@
#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017-2026 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
# Starting in 2019 using ARM64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = x86
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME ?= C:/android-sdk
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
# Define copy command depending on OS
ifeq ($(OS),Windows_NT)
COPY_COMMAND ?= copy /Y
else
COPY_COMMAND ?= cp -f
endif
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all'
# TODO: Use apksigner for APK signing, jarsigner is not recommended
all: create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# WARNING: About build signing process:
# - If using apksigner, zipalign must be used before the APK file has been signed.
# - If using jarsigner (not recommended), zipalign must be used after the APK file has been signed.
# REF: https://developer.android.com/tools/zipalign
# REF: https://developer.android.com/tools/apksigner
# Create required temp directories for APK building
create_temp_project_dirs:
ifeq ($(OS),Windows_NT)
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
else
mkdir -p $(PROJECT_BUILD_PATH)
mkdir -p $(PROJECT_BUILD_PATH)/obj
mkdir -p $(PROJECT_BUILD_PATH)/obj/src
mkdir -p $(PROJECT_BUILD_PATH)/src
mkdir -p $(PROJECT_BUILD_PATH)/src/com
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/lib
mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
mkdir -p $(PROJECT_BUILD_PATH)/bin
mkdir -p $(PROJECT_BUILD_PATH)/res
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
mkdir -p $(PROJECT_BUILD_PATH)/res/values
mkdir -p $(PROJECT_BUILD_PATH)/assets
mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
endif
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
copy_project_resources:
$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
ifeq ($(OS),Windows_NT)
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
else
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
endif
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
ifeq ($(OS),Windows_NT)
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
else
@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
ifeq ($(OS),Windows_NT)
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
else
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
endif
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
ifeq ($(OS),Windows_NT)
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
else
@[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
endif
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code: $(OBJS)
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class:
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex:
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package:
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package:
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# Monitorize output log coming from device, only raylib tag
logcat:
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean:
ifeq ($(OS),Windows_NT)
del $(PROJECT_BUILD_PATH)\* /f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
else
rm -r $(PROJECT_BUILD_PATH)
endif
@echo Cleaning done

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@ -0,0 +1,284 @@
## Building the Examples
The examples assume you have already built the `raylib` library in `../src`.
### With GNU make
- `make` builds all examples
- `make [module]` builds all examples for a particular module (e.g `make core`)
- `make [module]/[name]` builds one examples for a particular module (e.g `make core/core_basic_window`)
### With Zig
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
- `zig build` to compile all examples
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 212]
### category: core [49]
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_delta_time](core/core_delta_time.c) | <img src="core/core_delta_time.png" alt="core_delta_time" width="80"> | ⭐☆☆☆ | 5.5 | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐☆☆☆ | 1.0 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐☆☆☆ | 1.1 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
| [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_gestures_testbed](core/core_input_gestures_testbed.c) | <img src="core/core_input_gestures_testbed.png" alt="core_input_gestures_testbed" width="80"> | ⭐⭐⭐☆ | 5.0 | 6.0 | [ubkp](https://github.com/ubkp) |
| [core_input_virtual_controls](core/core_input_virtual_controls.c) | <img src="core/core_input_virtual_controls.png" alt="core_input_virtual_controls" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [GreenSnakeLinux](https://github.com/GreenSnakeLinux) |
| [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
| [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [arvyy](https://github.com/arvyy) |
| [core_2d_camera_split_screen](core/core_2d_camera_split_screen.c) | <img src="core/core_2d_camera_split_screen.png" alt="core_2d_camera_split_screen" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Gabriel dos Santos Sanches](https://github.com/gabrielssanches) |
| [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
| [core_3d_camera_fps](core/core_3d_camera_fps.c) | <img src="core/core_3d_camera_fps.png" alt="core_3d_camera_fps" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
| [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) |
| [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐☆☆☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_monitor_detector](core/core_monitor_detector.c) | <img src="core/core_monitor_detector.png" alt="core_monitor_detector" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Maicon Santana](https://github.com/maiconpintoabreu) |
| [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
| [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
| [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐☆☆☆ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_highdpi_demo](core/core_highdpi_demo.c) | <img src="core/core_highdpi_demo.png" alt="core_highdpi_demo" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_viewport_scaling](core/core_viewport_scaling.c) | <img src="core/core_viewport_scaling.png" alt="core_viewport_scaling" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ananth S](https://github.com/Ananth1839) |
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_web](core/core_window_web.c) | <img src="core/core_window_web.png" alt="core_window_web" width="80"> | ⭐☆☆☆ | 1.3 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
### category: shapes [40]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_bullet_hell](shapes/shapes_bullet_hell.c) | <img src="shapes/shapes_bullet_hell.png" alt="shapes_bullet_hell" width="80"> | ⭐☆☆☆ | 5.6 | 5.6 | [Zero](https://github.com/zerohorsepower) |
| [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐☆☆☆ | 1.7 | 1.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_ball](shapes/shapes_easings_ball.c) | <img src="shapes/shapes_easings_ball.png" alt="shapes_easings_ball" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_box](shapes/shapes_easings_box.c) | <img src="shapes/shapes_easings_box.png" alt="shapes_easings_box" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | <img src="shapes/shapes_easings_rectangles.png" alt="shapes_easings_rectangles" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_recursive_tree](shapes/shapes_recursive_tree.c) | <img src="shapes/shapes_recursive_tree.png" alt="shapes_recursive_tree" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | <img src="shapes/shapes_ring_drawing.png" alt="shapes_ring_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | <img src="shapes/shapes_circle_sector_drawing.png" alt="shapes_circle_sector_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | <img src="shapes/shapes_rounded_rectangle_drawing.png" alt="shapes_rounded_rectangle_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
| [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | <img src="shapes/shapes_rectangle_advanced.png" alt="shapes_rectangle_advanced" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
| [shapes_dashed_line](shapes/shapes_dashed_line.c) | <img src="shapes/shapes_dashed_line.png" alt="shapes_dashed_line" width="80"> | ⭐☆☆☆ | 5.5 | 5.5 | [Luís Almeida](https://github.com/luis605) |
| [shapes_triangle_strip](shapes/shapes_triangle_strip.c) | <img src="shapes/shapes_triangle_strip.png" alt="shapes_triangle_strip" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
| [shapes_vector_angle](shapes/shapes_vector_angle.c) | <img src="shapes/shapes_vector_angle.png" alt="shapes_vector_angle" width="80"> | ⭐⭐☆☆ | 1.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
| [shapes_math_sine_cosine](shapes/shapes_math_sine_cosine.c) | <img src="shapes/shapes_math_sine_cosine.png" alt="shapes_math_sine_cosine" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 6.0 | [Balamurugan R](https://github.com/Bala050814) |
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 6.0 | 5.6 | [Robin](https://github.com/RobinsAviary) |
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 6.0 | 5.6 | [Kris](https://github.com/krispy-snacc) |
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_easings_testbed](shapes/shapes_easings_testbed.c) | <img src="shapes/shapes_easings_testbed.png" alt="shapes_easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Juan Miguel López](https://github.com/flashback-fx) |
### category: textures [32]
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [textures_clipboard_image](textures/textures_clipboard_image.c) | <img src="textures/textures_clipboard_image.png" alt="textures_clipboard_image" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Maicon Santana](https://github.com/maiconpintoabreu) |
| [textures_magnifying_glass](textures/textures_magnifying_glass.c) | <img src="textures/textures_magnifying_glass.png" alt="textures_magnifying_glass" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Luke Vaughan](https://github.com/badram) |
| [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐⭐⭐☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="80"> | ⭐⭐☆☆ | 1.8 | 1.8 | [Wilhem Barbier](https://github.com/nounoursheureux) |
| [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="80"> | ⭐⭐⭐☆ | 1.4 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="80"> | ⭐☆☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="80"> | ⭐☆☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
| [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="80"> | ⭐☆☆☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_sprite_animation](textures/textures_sprite_animation.c) | <img src="textures/textures_sprite_animation.png" alt="textures_sprite_animation" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="80"> | ⭐⭐⭐☆ | 1.6 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
| [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="80"> | ⭐☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) |
| [textures_tiled_drawing](textures/textures_tiled_drawing.c) | <img src="textures/textures_tiled_drawing.png" alt="textures_tiled_drawing" width="80"> | ⭐⭐⭐☆ | 3.0 | 4.2 | [Vlad Adrian](https://github.com/demizdor) |
| [textures_polygon_drawing](textures/textures_polygon_drawing.c) | <img src="textures/textures_polygon_drawing.png" alt="textures_polygon_drawing" width="80"> | ⭐☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [textures_fog_of_war](textures/textures_fog_of_war.c) | <img src="textures/textures_fog_of_war.png" alt="textures_fog_of_war" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_image_kernel](textures/textures_image_kernel.c) | <img src="textures/textures_image_kernel.png" alt="textures_image_kernel" width="80"> | ⭐⭐⭐⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) |
| [textures_image_channel](textures/textures_image_channel.c) | <img src="textures/textures_image_channel.png" alt="textures_image_channel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Bruno Cabral](https://github.com/brccabral) |
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [textures_framebuffer_rendering](textures/textures_framebuffer_rendering.c) | <img src="textures/textures_framebuffer_rendering.png" alt="textures_framebuffer_rendering" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jack Boakes](https://github.com/jackboakes) |
### category: text [16]
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [text_sprite_fonts](text/text_sprite_fonts.c) | <img src="text/text_sprite_fonts.png" alt="text_sprite_fonts" width="80"> | ⭐☆☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="80"> | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="80"> | ⭐☆☆☆ | 1.4 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="80"> | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐☆☆☆ | 1.1 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐⭐☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_unicode_emojis](text/text_unicode_emojis.c) | <img src="text/text_unicode_emojis.png" alt="text_unicode_emojis" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vadim Gunko](https://github.com/GuvaCode) |
| [text_3d_drawing](text/text_3d_drawing.c) | <img src="text/text_3d_drawing.png" alt="text_3d_drawing" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Wagner Barongello](https://github.com/SultansOfCode) |
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
### category: models [30]
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [models_loading_iqm](models/models_loading_iqm.c) | <img src="models/models_loading_iqm.png" alt="models_loading_iqm" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
| [models_billboard_rendering](models/models_billboard_rendering.c) | <img src="models/models_billboard_rendering.png" alt="models_billboard_rendering" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) | <img src="models/models_cubicmap_rendering.png" alt="models_cubicmap_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="80"> | ⭐⭐⭐☆ | 1.7 | 4.0 | [Joel Davis](https://github.com/joeld42) |
| [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="80"> | ⭐☆☆☆ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_loading_gltf](models/models_loading_gltf.c) | <img src="models/models_loading_gltf.png" alt="models_loading_gltf" width="80"> | ⭐☆☆☆ | 3.7 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) |
| [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/bztsrc) |
| [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
| [models_point_rendering](models/models_point_rendering.c) | <img src="models/models_point_rendering.png" alt="models_point_rendering" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) |
| [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) |
| [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) |
| [models_heightmap_rendering](models/models_heightmap_rendering.c) | <img src="models/models_heightmap_rendering.png" alt="models_heightmap_rendering" width="80"> | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_skybox_rendering](models/models_skybox_rendering.c) | <img src="models/models_skybox_rendering.png" alt="models_skybox_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_textured_cube](models/models_textured_cube.c) | <img src="models/models_textured_cube.png" alt="models_textured_cube" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Timothy van der Valk](https://github.com/arceryz) |
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 6.0 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
| [models_animation_blend_custom](models/models_animation_blend_custom.c) | <img src="models/models_animation_blend_custom.png" alt="models_animation_blend_custom" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [dmitrii-brand](https://github.com/dmitrii-brand) |
| [models_animation_blending](models/models_animation_blending.c) | <img src="models/models_animation_blending.png" alt="models_animation_blending" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [Kirandeep](https://github.com/Kirandeep-Singh-Khehra) |
| [models_animation_timing](models/models_animation_timing.c) | <img src="models/models_animation_timing.png" alt="models_animation_timing" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
### category: shaders [35]
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.h) module.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [shaders_ascii_rendering](shaders/shaders_ascii_rendering.c) | <img src="shaders/shaders_ascii_rendering.png" alt="shaders_ascii_rendering" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [Maicon Santana](https://github.com/maiconpintoabreu) |
| [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐⭐⭐⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐⭐☆☆ | 1.3 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐⭐☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
| [shaders_raymarching_rendering](shaders/shaders_raymarching_rendering.c) | <img src="shaders/shaders_raymarching_rendering.png" alt="shaders_raymarching_rendering" width="80"> | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_texture_rendering](shaders/shaders_texture_rendering.c) | <img src="shaders/shaders_texture_rendering.png" alt="shaders_texture_rendering" width="80"> | ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
| [shaders_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Jordi Santonja](https://github.com/JordSant) |
| [shaders_color_correction](shaders/shaders_color_correction.c) | <img src="shaders/shaders_color_correction.png" alt="shaders_color_correction" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jordi Santonja](https://github.com/JordSant) |
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 6.0 | 6.0 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | <img src="shaders/shaders_spotlight_rendering.png" alt="shaders_spotlight_rendering" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
| [shaders_depth_writing](shaders/shaders_depth_writing.c) | <img src="shaders/shaders_depth_writing.png" alt="shaders_depth_writing" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Luís Almeida](https://github.com/luis605) |
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Jordi Santonja](https://github.com/JordSant) |
| [shaders_rlgl_compute](shaders/shaders_rlgl_compute.c) | <img src="shaders/shaders_rlgl_compute.png" alt="shaders_rlgl_compute" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
| [shaders_cel_shading](shaders/shaders_cel_shading.c) | <img src="shaders/shaders_cel_shading.png" alt="shaders_cel_shading" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Gleb A](https://github.com/ggrizzly) |
### category: audio [10]
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐☆☆☆ | 1.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐☆☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐⭐⭐☆ | 1.6 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
| [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) |
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
| [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [IANN](https://github.com/meisei4) |
| [audio_stream_callback](audio/audio_stream_callback.c) | <img src="audio/audio_stream_callback.png" alt="audio_stream_callback" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Dan Hoang](https://github.com/dan-hoang) |
Some example missing? As always, contributions are welcome, feel free to send new examples!
Here is an [examples template](examples_template.c) with instructions to start with!

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/*******************************************************************************************
*
* raylib [audio] example - amp envelope
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Arbinda Rizki Muhammad (@arbipink) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Arbinda Rizki Muhammad (@arbipink)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include <math.h> // Required for: sinf()
#define BUFFER_SIZE 4096
#define SAMPLE_RATE 44100
// Wave state
typedef enum {
IDLE,
ATTACK,
DECAY,
SUSTAIN,
RELEASE
} ADSRState;
// Grouping all ADSR parameters and state into a struct
typedef struct {
float attackTime;
float decayTime;
float sustainLevel;
float releaseTime;
float currentValue;
ADSRState state;
} Envelope;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime);
static void UpdateEnvelope(Envelope *env);
static void DrawADSRGraph(Envelope *env, Rectangle bounds);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - amp envelope");
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
float buffer[BUFFER_SIZE] = { 0 };
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
// Init Phase
float audioTime = 0.0f;
// Initialize the struct
Envelope env = {
.attackTime = 1.0f,
.decayTime = 1.0f,
.sustainLevel = 0.5f,
.releaseTime = 1.0f,
.currentValue = 0.0f,
.state = IDLE
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) env.state = ATTACK;
if (IsKeyReleased(KEY_SPACE) && (env.state != IDLE)) env.state = RELEASE;
if (IsAudioStreamProcessed(stream))
{
if ((env.state != IDLE) || (env.currentValue > 0.0f))
{
for (int i = 0; i < BUFFER_SIZE; i++)
{
UpdateEnvelope(&env);
FillAudioBuffer(i, buffer, env.currentValue, &audioTime);
}
}
else
{
// Clear buffer if silent to avoid looping noise
for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
audioTime = 0.0f;
}
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
}
if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
GuiSliderBar((Rectangle){ 100, 60, 400, 30 }, "Attack (s)", TextFormat("%2.2fs", env.attackTime), &env.attackTime, 0.1f, 3.0f);
GuiSliderBar((Rectangle){ 100, 100, 400, 30 }, "Decay (s)", TextFormat("%2.2fs", env.decayTime), &env.decayTime, 0.1f, 3.0f);
GuiSliderBar((Rectangle){ 100, 140, 400, 30 }, "Sustain", TextFormat("%2.2f", env.sustainLevel), &env.sustainLevel, 0.0f, 1.0f);
GuiSliderBar((Rectangle){ 100, 180, 400, 30 }, "Release (s)", TextFormat("%2.2fs", env.releaseTime), &env.releaseTime, 0.1f, 3.0f);
DrawADSRGraph(&env, (Rectangle){ 100, 250, 400, 100 });
DrawCircleV((Vector2){ 520, 350 - (env.currentValue * 100) }, 5, MAROON);
DrawText(TextFormat("Current Gain: %2.2f", env.currentValue), 535, 345 - (env.currentValue * 100), 10, MAROON);
DrawText("Press SPACE to PLAY the sound!", 200, 400, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadAudioStream(stream);
CloseAudioDevice();
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime)
{
int frequency = 440;
buffer[i] = envelopeValue*sinf(2.0f*PI*frequency*(*audioTime));
*audioTime += (1.0f/SAMPLE_RATE);
}
static void UpdateEnvelope(Envelope *env)
{
// Calculate the time delta for ONE sample (1/44100)
float sampleTime = 1.0f/SAMPLE_RATE;
switch(env->state)
{
case ATTACK:
{
env->currentValue += (1.0f/env->attackTime)*sampleTime;
if (env->currentValue >= 1.0f)
{
env->currentValue = 1.0f;
env->state = DECAY;
}
} break;
case DECAY:
{
env->currentValue -= ((1.0f - env->sustainLevel)/env->decayTime)*sampleTime;
if (env->currentValue <= env->sustainLevel)
{
env->currentValue = env->sustainLevel;
env->state = SUSTAIN;
}
} break;
case SUSTAIN:
{
env->currentValue = env->sustainLevel;
} break;
case RELEASE:
{
env->currentValue -= (env->sustainLevel/env->releaseTime)*sampleTime;
if (env->currentValue <= 0.001f) // Use a small threshold to avoid infinite tail
{
env->currentValue = 0.0f;
env->state = IDLE;
}
} break;
default: break;
}
}
static void DrawADSRGraph(Envelope *env, Rectangle bounds)
{
DrawRectangleRec(bounds, Fade(LIGHTGRAY, 0.3f));
DrawRectangleLinesEx(bounds, 1, GRAY);
// Fixed visual width for sustain stage since it's an amplitude not a time value
float sustainWidth = 1.0f;
// Total time to visualize (sum of A, D, R + a padding for Sustain)
float totalTime = env->attackTime + env->decayTime + sustainWidth + env->releaseTime;
float scaleX = bounds.width/totalTime;
float scaleY = bounds.height;
Vector2 start = { bounds.x, bounds.y + bounds.height };
Vector2 peak = { start.x + (env->attackTime*scaleX), bounds.y };
Vector2 sustain = { peak.x + (env->decayTime*scaleX), bounds.y + (1.0f - env->sustainLevel)*scaleY };
Vector2 rel = { sustain.x + (sustainWidth*scaleX), sustain.y };
Vector2 end = { rel.x + (env->releaseTime*scaleX), bounds.y + bounds.height };
DrawLineV(start, peak, SKYBLUE);
DrawLineV(peak, sustain, BLUE);
DrawLineV(sustain, rel, DARKBLUE);
DrawLineV(rel, end, ORANGE);
DrawText("ADSR Visualizer", bounds.x, bounds.y - 20, 10, DARKGRAY);
}

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/*******************************************************************************************
*
* raylib [audio] example - mixed processor
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 hkc (@hatkidchan)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
static float exponent = 1.0f; // Audio exponentiation value
static float averageVolume[400] = { 0.0f }; // Average volume history
//------------------------------------------------------------------------------------
// Audio processing function
//------------------------------------------------------------------------------------
void ProcessAudio(void *buffer, unsigned int frames)
{
float *samples = (float *)buffer; // Samples internally stored as <float>s
float average = 0.0f; // Temporary average volume
for (unsigned int frame = 0; frame < frames; frame++)
{
float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1];
*left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f );
*right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f );
average += fabsf(*left)/frames; // accumulating average volume
average += fabsf(*right)/frames;
}
// Moving history to the left
for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
averageVolume[399] = average; // Adding last average value
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed processor");
InitAudioDevice(); // Initialize audio device
AttachAudioMixedProcessor(ProcessAudio);
Music music = LoadMusicStream("resources/country.mp3");
Sound sound = LoadSound("resources/coin.wav");
PlayMusicStream(music);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Modify processing variables
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
if (exponent <= 0.5f) exponent = 0.5f;
if (exponent >= 3.0f) exponent = 3.0f;
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
for (int i = 0; i < 400; i++)
{
DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON);
}
DrawRectangleLines(199, 199, 402, 34, GRAY);
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - module playing
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.5, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates some circles for visual effect
CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music music = LoadMusicStream("resources/mini1111.xm");
music.looping = false;
float pitch = 1.0f;
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
pause = false;
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
SetMusicPitch(music, pitch);
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
// Draw help instructions
DrawRectangle(20, 20, 425, 145, WHITE);
DrawRectangleLines(20, 20, 425, 145, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, BLACK);
DrawText("PRESS P TO PAUSE/RESUME", 40, 70, 20, BLACK);
DrawText("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, BLACK);
DrawText(TextFormat("SPEED: %f", pitch), 40, 130, 20, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - music stream
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music stream");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/country.mp3");
PlayMusicStream(music);
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
float pan = 0.0f; // Default audio pan center [-1.0f..1.0f]
SetMusicPan(music, pan);
float volume = 0.8f; // Default audio volume [0.0f..1.0f]
SetMusicVolume(music, volume);
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Set audio pan
if (IsKeyDown(KEY_LEFT))
{
pan -= 0.05f;
if (pan < -1.0f) pan = -1.0f;
SetMusicPan(music, pan);
}
else if (IsKeyDown(KEY_RIGHT))
{
pan += 0.05f;
if (pan > 1.0f) pan = 1.0f;
SetMusicPan(music, pan);
}
// Set audio volume
if (IsKeyDown(KEY_DOWN))
{
volume -= 0.05f;
if (volume < 0.0f) volume = 0.0f;
SetMusicVolume(music, volume);
}
else if (IsKeyDown(KEY_UP))
{
volume += 0.05f;
if (volume > 1.0f) volume = 1.0f;
SetMusicVolume(music, volume);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
DrawRectangleLines(300, 100, 200, 12, GRAY);
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
DrawRectangleLines(300, 360, 200, 12, GRAY);
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - raw stream
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 1.6, last time updated with raylib 6.0
*
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#define BUFFER_SIZE 4096
#define SAMPLE_RATE 44100
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
float buffer[BUFFER_SIZE] = {};
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
float pan = 0.0f;
SetAudioStreamPan(stream, pan);
PlayAudioStream(stream);
int sineFrequency = 440;
int newSineFrequency = 440;
int sineIndex = 0;
double sineStartTime = 0.0;
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_UP))
{
newSineFrequency += 10;
if (newSineFrequency > 12500) newSineFrequency = 12500;
}
if (IsKeyDown(KEY_DOWN))
{
newSineFrequency -= 10;
if (newSineFrequency < 20) newSineFrequency = 20;
}
if (IsKeyDown(KEY_LEFT))
{
pan -= 0.01f;
if (pan < -1.0f) pan = -1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsKeyDown(KEY_RIGHT))
{
pan += 0.01f;
if (pan > 1.0f) pan = 1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsAudioStreamProcessed(stream))
{
for (int i = 0; i < BUFFER_SIZE; i++)
{
int wavelength = SAMPLE_RATE/sineFrequency;
buffer[i] = sin(2*PI*sineIndex/wavelength);
sineIndex++;
if (sineIndex >= wavelength)
{
sineFrequency = newSineFrequency;
sineIndex = 0;
sineStartTime = GetTime();
}
}
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED);
DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED);
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
int windowSize = 0.1f*SAMPLE_RATE;
int wavelength = SAMPLE_RATE/sineFrequency;
// Draw a sine wave with the same frequency as the one being sent to the audio stream
for (int i = 0; i < screenWidth; i++)
{
int t0 = windowStart + i*windowSize/screenWidth;
int t1 = windowStart + (i + 1)*windowSize/screenWidth;
Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
DrawLineV(startPos, endPos, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - sound loading
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.1, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - sound multi
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_SOUNDS 10
Sound soundArray[MAX_SOUNDS] = { 0 };
int currentSound;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi");
InitAudioDevice(); // Initialize audio device
// Load audio file into the first slot as the 'source' sound,
// this sound owns the sample data
soundArray[0] = LoadSound("resources/sound.wav");
// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
currentSound = 0; // Set the sound list to the start
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
PlaySound(soundArray[currentSound]); // Play the next open sound slot
currentSound++; // Increment the sound slot
// If the sound slot is out of bounds, go back to 0
if (currentSound >= MAX_SOUNDS) currentSound = 0;
// NOTE: Another approach would be to look at the list for the first sound
// that is not playing and use that slot
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
UnloadSound(soundArray[0]); // Unload source sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - sound positioning
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound positioning");
InitAudioDevice();
Sound sound = LoadSound("resources/coin.wav");
Camera camera = {
.position = (Vector3) { 0, 5, 5 },
.target = (Vector3) { 0, 0, 0 },
.up = (Vector3) { 0, 1, 0 },
.fovy = 60,
.projection = CAMERA_PERSPECTIVE
};
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
float th = (float)GetTime();
Vector3 spherePos = {
.x = 5.0f*cosf(th),
.y = 0.0f,
.z = 5.0f*sinf(th)
};
SetSoundPosition(camera, sound, spherePos, 1.0f);
if (!IsSoundPlaying(sound)) PlaySound(sound);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 2);
DrawSphere(spherePos, 0.5f, RED);
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(sound);
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Set sound 3d position
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}

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/*******************************************************************************************
*
* raylib [audio] example - spectrum visualizer
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Inspired by Inigo Quilez's https://www.shadertoy.com/
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
*
* Example created by created by IANN (@meisei4) reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 IANN (@meisei4)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define MONO 1
#define SAMPLE_RATE 44100
#define SAMPLE_RATE_F 44100.0f
#define FFT_WINDOW_SIZE 1024
#define BUFFER_SIZE 512
#define PER_SAMPLE_BIT_DEPTH 16
#define AUDIO_STREAM_RING_BUFFER_SIZE (FFT_WINDOW_SIZE*2)
#define EFFECTIVE_SAMPLE_RATE (SAMPLE_RATE_F*0.5f)
#define WINDOW_TIME ((double)FFT_WINDOW_SIZE/(double)EFFECTIVE_SAMPLE_RATE)
#define FFT_HISTORICAL_SMOOTHING_DUR 2.0f
#define MIN_DECIBELS (-100.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/minDecibels
#define MAX_DECIBELS (-30.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/maxDecibels
#define INVERSE_DECIBEL_RANGE (1.0f/(MAX_DECIBELS - MIN_DECIBELS))
#define DB_TO_LINEAR_SCALE (20.0f/2.302585092994046f)
#define SMOOTHING_TIME_CONSTANT 0.8f // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/smoothingTimeConstant
#define TEXTURE_HEIGHT 1
#define FFT_ROW 0
#define UNUSED_CHANNEL 0.0f
typedef struct FFTComplex { float real, imaginary; } FFTComplex;
typedef struct FFTData {
FFTComplex *spectrum;
FFTComplex *workBuffer;
float *prevMagnitudes;
float (*fftHistory)[BUFFER_SIZE];
int fftHistoryLen;
int historyPos;
double lastFftTime;
float tapbackPos;
} FFTData;
static void CaptureFrame(FFTData *fftData, const float *audioSamples);
static void RenderFrame(const FFTData *fftData, Image *fftImage);
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//----------------------------------------------------------------------------------- ---
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spectrum visualizer");
Image fftImage = GenImageColor(BUFFER_SIZE, TEXTURE_HEIGHT, WHITE);
Texture2D fftTexture = LoadTextureFromImage(fftImage);
RenderTexture2D bufferA = LoadRenderTexture(screenWidth, screenHeight);
Vector2 iResolution = { (float)screenWidth, (float)screenHeight };
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/fft.fs", GLSL_VERSION));
int iResolutionLocation = GetShaderLocation(shader, "iResolution");
int iChannel0Location = GetShaderLocation(shader, "iChannel0");
SetShaderValue(shader, iResolutionLocation, &iResolution, SHADER_UNIFORM_VEC2);
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
InitAudioDevice();
SetAudioStreamBufferSizeDefault(AUDIO_STREAM_RING_BUFFER_SIZE);
// WARNING: Memory out-of-bounds on PLATFORM_WEB
Wave wav = LoadWave("resources/country.mp3");
WaveFormat(&wav, SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
AudioStream audioStream = LoadAudioStream(SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
PlayAudioStream(audioStream);
int fftHistoryLen = (int)ceilf(FFT_HISTORICAL_SMOOTHING_DUR/WINDOW_TIME) + 1;
FFTData fft = {
.spectrum = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
.workBuffer = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
.prevMagnitudes = RL_CALLOC(BUFFER_SIZE, sizeof(float)),
.fftHistory = RL_CALLOC(fftHistoryLen, sizeof(float[BUFFER_SIZE])),
.fftHistoryLen = fftHistoryLen,
.historyPos = 0,
.lastFftTime = 0.0,
.tapbackPos = 0.01f
};
unsigned int wavCursor = 0;
const short *wavPCM16 = wav.data;
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
float audioSamples[FFT_WINDOW_SIZE] = { 0 };
SetTargetFPS(60);
//----------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
while (IsAudioStreamProcessed(audioStream))
{
for (int i = 0; i < AUDIO_STREAM_RING_BUFFER_SIZE; i++)
{
int left = (wav.channels == 2)? wavPCM16[wavCursor*2 + 0] : wavPCM16[wavCursor];
int right = (wav.channels == 2)? wavPCM16[wavCursor*2 + 1] : left;
chunkSamples[i] = (short)((left + right)/2);
if (++wavCursor >= wav.frameCount) wavCursor = 0;
}
UpdateAudioStream(audioStream, chunkSamples, AUDIO_STREAM_RING_BUFFER_SIZE);
for (int i = 0; i < FFT_WINDOW_SIZE; i++) audioSamples[i] = (chunkSamples[i*2] + chunkSamples[i*2 + 1])*0.5f/32767.0f;
}
CaptureFrame(&fft, audioSamples);
RenderFrame(&fft, &fftImage);
UpdateTexture(fftTexture, fftImage.data);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
DrawTextureRec(bufferA.texture,
(Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight },
(Vector2){ 0, 0 }, WHITE);
EndShaderMode();
EndDrawing();
//------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadRenderTexture(bufferA);
UnloadTexture(fftTexture);
UnloadImage(fftImage);
UnloadAudioStream(audioStream);
UnloadWave(wav);
CloseAudioDevice();
RL_FREE(fft.spectrum);
RL_FREE(fft.workBuffer);
RL_FREE(fft.prevMagnitudes);
RL_FREE(fft.fftHistory);
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------------------------------
return 0;
}
// CooleyTukey FFT https://en.wikipedia.org/wiki/Cooley%E2%80%93Tukey_FFT_algorithm#Data_reordering,_bit_reversal,_and_in-place_algorithms
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n)
{
int j = 0;
for (int i = 1; i < n - 1; i++)
{
int bit = n >> 1;
while (j >= bit)
{
j -= bit;
bit >>= 1;
}
j += bit;
if (i < j)
{
FFTComplex temp = spectrum[i];
spectrum[i] = spectrum[j];
spectrum[j] = temp;
}
}
for (int len = 2; len <= n; len <<= 1)
{
float angle = -2.0f*PI/len;
FFTComplex twiddleUnit = { cosf(angle), sinf(angle) };
for (int i = 0; i < n; i += len)
{
FFTComplex twiddleCurrent = { 1.0f, 0.0f };
for (int j = 0; j < len/2; j++)
{
FFTComplex even = spectrum[i + j];
FFTComplex odd = spectrum[i + j + len/2];
FFTComplex twiddledOdd = {
odd.real*twiddleCurrent.real - odd.imaginary*twiddleCurrent.imaginary,
odd.real*twiddleCurrent.imaginary + odd.imaginary*twiddleCurrent.real
};
spectrum[i + j].real = even.real + twiddledOdd.real;
spectrum[i + j].imaginary = even.imaginary + twiddledOdd.imaginary;
spectrum[i + j + len/2].real = even.real - twiddledOdd.real;
spectrum[i + j + len/2].imaginary = even.imaginary - twiddledOdd.imaginary;
float twiddleRealNext = twiddleCurrent.real*twiddleUnit.real - twiddleCurrent.imaginary*twiddleUnit.imaginary;
twiddleCurrent.imaginary = twiddleCurrent.real*twiddleUnit.imaginary + twiddleCurrent.imaginary*twiddleUnit.real;
twiddleCurrent.real = twiddleRealNext;
}
}
}
}
static void CaptureFrame(FFTData *fftData, const float *audioSamples)
{
for (int i = 0; i < FFT_WINDOW_SIZE; i++)
{
float x = (2.0f*PI*i)/(FFT_WINDOW_SIZE - 1.0f);
float blackmanWeight = 0.42f - 0.5f*cosf(x) + 0.08f*cosf(2.0f*x); // https://en.wikipedia.org/wiki/Window_function#Blackman_window
fftData->workBuffer[i].real = audioSamples[i]*blackmanWeight;
fftData->workBuffer[i].imaginary = 0.0f;
}
CooleyTukeyFFTSlow(fftData->workBuffer, FFT_WINDOW_SIZE);
memcpy(fftData->spectrum, fftData->workBuffer, sizeof(FFTComplex)*FFT_WINDOW_SIZE);
float smoothedSpectrum[BUFFER_SIZE];
for (int bin = 0; bin < BUFFER_SIZE; bin++)
{
float re = fftData->workBuffer[bin].real;
float im = fftData->workBuffer[bin].imaginary;
float linearMagnitude = sqrtf(re*re + im*im)/FFT_WINDOW_SIZE;
float smoothedMagnitude = SMOOTHING_TIME_CONSTANT*fftData->prevMagnitudes[bin] + (1.0f - SMOOTHING_TIME_CONSTANT)*linearMagnitude;
fftData->prevMagnitudes[bin] = smoothedMagnitude;
float db = logf(fmaxf(smoothedMagnitude, 1e-40f))*DB_TO_LINEAR_SCALE;
float normalized = (db - MIN_DECIBELS)*INVERSE_DECIBEL_RANGE;
smoothedSpectrum[bin] = Clamp(normalized, 0.0f, 1.0f);
}
fftData->lastFftTime = GetTime();
memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
fftData->historyPos = (fftData->historyPos + 1)%fftData->fftHistoryLen;
}
static void RenderFrame(const FFTData *fftData, Image *fftImage)
{
float framesSinceTapback = floorf((float)(fftData->tapbackPos/WINDOW_TIME));
framesSinceTapback = Clamp(framesSinceTapback, 0.0f, (float)(fftData->fftHistoryLen - 1));
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
const float *amplitude = fftData->fftHistory[historyPosition];
for (int bin = 0; bin < BUFFER_SIZE; bin++) ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
}

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/*******************************************************************************************
*
* raylib [audio] example - stream callback
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example created by Dan Hoang (@dan-hoang) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTE: Example sends a wave to the audio device,
* user gets the choice of four waves: sine, square, triangle, and sawtooth
* A stream is set up to play to the audio device; stream is hooked to a callback that
* generates a wave, that is determined by user choice
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Dan Hoang (@dan-hoang)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
#include <math.h>
#define BUFFER_SIZE 4096
#define SAMPLE_RATE 44100
// Wave type
typedef enum {
SINE,
SQUARE,
TRIANGLE,
SAWTOOTH
} WaveType;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void SineCallback(void *framesOut, unsigned int frameCount);
static void SquareCallback(void *framesOut, unsigned int frameCount);
static void TriangleCallback(void *framesOut, unsigned int frameCount);
static void SawtoothCallback(void *framesOut, unsigned int frameCount);
static int waveFrequency = 440;
static int newWaveFrequency = 440;
static int waveIndex = 0;
// Buffer to keep the last second of uploaded audio,
// part of which will be drawn on the screen
static float buffer[SAMPLE_RATE] = { 0 };
static AudioCallback waveCallbacks[] = { SineCallback, SquareCallback, TriangleCallback, SawtoothCallback };
static char *waveTypesAsString[] = { "sine", "square", "triangle", "sawtooth" };
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream callback");
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
PlayAudioStream(stream);
// Configure it so that waveCallbacks[waveType] is called whenever stream is out of samples
WaveType waveType = SINE;
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_UP))
{
newWaveFrequency += 10;
if (newWaveFrequency > 12500) newWaveFrequency = 12500;
}
if (IsKeyDown(KEY_DOWN))
{
newWaveFrequency -= 10;
if (newWaveFrequency < 20) newWaveFrequency = 20;
}
if (IsKeyPressed(KEY_LEFT))
{
if (waveType == SINE) waveType = SAWTOOTH;
else if (waveType == SQUARE) waveType = SINE;
else if (waveType == TRIANGLE) waveType = SQUARE;
else waveType = TRIANGLE;
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
}
if (IsKeyPressed(KEY_RIGHT))
{
if (waveType == SINE) waveType = SQUARE;
else if (waveType == SQUARE) waveType = TRIANGLE;
else if (waveType == TRIANGLE) waveType = SAWTOOTH;
else waveType = SINE;
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(TextFormat("frequency: %i", newWaveFrequency), screenWidth - 220, 10, 20, RED);
DrawText(TextFormat("wave type: %s", waveTypesAsString[waveType]), screenWidth - 220, 30, 20, RED);
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
DrawText("Left/right to change wave type", 10, 30, 20, DARKGRAY);
// Draw the last 10 ms of uploaded audio
for (int i = 0; i < screenWidth; i++)
{
Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
DrawLineV(startPos, endPos, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
static void SineCallback(void *framesOut, unsigned int frameCount)
{
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the sine wave
for (int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void SquareCallback(void *framesOut, unsigned int frameCount)
{
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the square wave
for (int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void TriangleCallback(void *framesOut, unsigned int frameCount)
{
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the triangle wave
for (int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}
static void SawtoothCallback(void *framesOut, unsigned int frameCount)
{
int wavelength = SAMPLE_RATE/waveFrequency;
// Synthesize the sawtooth wave
for (int i = 0; i < frameCount; i++)
{
((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
}

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/*******************************************************************************************
*
* raylib [audio] example - stream effects
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 4.2, last time updated with raylib 5.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: NULL
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static float *delayBuffer = NULL;
static unsigned int delayBufferSize = 0;
static unsigned int delayReadIndex = 2;
static unsigned int delayWriteIndex = 0;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/country.mp3");
// Allocate buffer for the delay effect
delayBufferSize = 48000*2; // 1 second delay (device sampleRate*channels)
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
PlayMusicStream(music);
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
bool enableEffectLPF = false; // Enable effect low-pass-filter
bool enableEffectDelay = false; // Enable effect delay (1 second)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Add/Remove effect: lowpass filter
if (IsKeyPressed(KEY_F))
{
enableEffectLPF = !enableEffectLPF;
if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
}
// Add/Remove effect: delay
if (IsKeyPressed(KEY_D))
{
enableEffectDelay = !enableEffectDelay;
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 180, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
RL_FREE(delayBuffer); // Free delay buffer
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Audio effect: lowpass filter
static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
{
static float low[2] = { 0.0f, 0.0f };
static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula
// Converts the buffer data before using it
float *bufferData = (float *)buffer;
for (unsigned int i = 0; i < frames*2; i += 2)
{
const float l = bufferData[i];
const float r = bufferData[i + 1];
low[0] += k*(l - low[0]);
low[1] += k*(r - low[1]);
bufferData[i] = low[0];
bufferData[i + 1] = low[1];
}
}
// Audio effect: delay
static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
{
for (unsigned int i = 0; i < frames*2; i += 2)
{
float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
float rightDelay = delayBuffer[delayReadIndex++];
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
}
}

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| resource | author | licence | notes |
| :------------------- | :---------: | :------ | :---- |
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform vec2 iResolution;
uniform sampler2D iChannel0;
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
const float FFT_ROW = 0.0;
const float NUM_OF_BINS = 512.0;
void main()
{
vec2 fragCoord = fragTexCoord*iResolution;
float cellWidth = iResolution.x/NUM_OF_BINS;
float binIndex = floor(fragCoord.x/cellWidth);
float localX = mod(fragCoord.x, cellWidth);
float barWidth = cellWidth - 1.0;
vec4 color = WHITE;
if (localX <= barWidth)
{
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
if (fragTexCoord.y < amplitude) color = BLACK;
}
gl_FragColor = color;
}

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#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform vec2 iResolution;
uniform sampler2D iChannel0;
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
const float FFT_ROW = 0.0;
const float NUM_OF_BINS = 512.0;
void main()
{
vec2 fragCoord = fragTexCoord*iResolution;
float cellWidth = iResolution.x/NUM_OF_BINS;
float binIndex = floor(fragCoord.x/cellWidth);
float localX = mod(fragCoord.x, cellWidth);
float barWidth = cellWidth - 1.0;
vec4 color = WHITE;
if (localX <= barWidth)
{
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
if (fragTexCoord.y < amplitude) color = BLACK;
}
gl_FragColor = color;
}

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#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform vec2 iResolution;
uniform sampler2D iChannel0;
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
const float FFT_ROW = 0.0;
const float NUM_OF_BINS = 512.0;
void main()
{
vec2 fragCoord = fragTexCoord*iResolution;
float cellWidth = iResolution.x/NUM_OF_BINS;
float binIndex = floor(fragCoord.x/cellWidth);
float localX = mod(fragCoord.x, cellWidth);
float barWidth = cellWidth - 1.0;
vec4 color = WHITE;
if (localX <= barWidth)
{
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
if (fragTexCoord.y < amplitude) color = BLACK;
}
finalColor = color;
}

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::@echo off
:: .
:: Compile your examples for web using: build_example_web.bat <example_category>/<example_name>
:: .
SET "INPUT_FILE=%1"
:: Change delimiter for the FOR loop
FOR /f "tokens=1-10 delims=/" %%a IN ("%INPUT_FILE%") DO (
SET CATEGORY=%%a
SET FILENAME=%%b
)
:: > SETup required Environment
:: -------------------------------------
SET RAYLIB_PATH=C:\GitHub\raylib
SET EMSDK_PATH=C:\raylib\emsdk
SET COMPILER_PATH=C:\raylib\w64devkit\bin
ENV_SET PATH=%COMPILER_PATH%
SET MAKE=mingw32-make
echo
:: Set required web compilation options
:: -------------------------------------
::SET CC=%EMSDK_PATH%\upstream\emscripten\emcc
::SET CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
::SET LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
::SET LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
echo
:: Clean latest build
:: ------------------------
cmd /c if exist %FILENAME%.html del /F %FILENAME%.html
cmd /c if exist %FILENAME%.wasm del /F %FILENAME%.wasm
cmd /c if exist %FILENAME%.js del /F %FILENAME%.js
cmd /c if exist %FILENAME%.data del /F %FILENAME%.data
echo
:: Setup emsdk environment
:: --------------------------
call %EMSDK_PATH%\emsdk_env.bat
echo on
:: Compile program
:: -----------------------
C:
cd %RAYLIB_PATH%\examples
%MAKE% -f Makefile.Web %CATEGORY%/%FILENAME% PLATFORM=PLATFORM_WEB -B
::%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
cd ..
echo

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/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.5, last time updated with raylib 3.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#define MAX_BUILDINGS 100
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS] = { 0 };
Color buildColors[MAX_BUILDINGS] = { 0 };
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = (float)GetRandomValue(50, 200);
buildings[i].height = (float)GetRandomValue(100, 800);
buildings[i].y = screenHeight - 130.0f - buildings[i].height;
buildings[i].x = -6000.0f + spacing;
spacing += (int)buildings[i].width;
buildColors[i] = (Color){
(unsigned char)GetRandomValue(200, 240),
(unsigned char)GetRandomValue(200, 240),
(unsigned char)GetRandomValue(200, 250),
255};
}
Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
// Uses log scaling to provide consistent zoom speed
camera.zoom = expf(logf(camera.zoom) + ((float)GetMouseWheelMove()*0.1f));
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2D camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move player", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 2d camera mouse zoom
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom");
Camera2D camera = { 0 };
camera.zoom = 1.0f;
int zoomMode = 0; // 0-Mouse Wheel, 1-Mouse Move
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
// Translate based on mouse right click
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
Vector2 delta = GetMouseDelta();
delta = Vector2Scale(delta, -1.0f/camera.zoom);
camera.target = Vector2Add(camera.target, delta);
}
if (zoomMode == 0)
{
// Zoom based on mouse wheel
float wheel = GetMouseWheelMove();
if (wheel != 0)
{
// Get the world point that is under the mouse
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
// Set the offset to where the mouse is
camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos;
// Zoom increment
// Uses log scaling to provide consistent zoom speed
float scale = 0.2f*wheel;
camera.zoom = Clamp(expf(logf(camera.zoom)+scale), 0.125f, 64.0f);
}
}
else
{
// Zoom based on mouse right click
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
// Get the world point that is under the mouse
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
// Set the offset to where the mouse is
camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos;
}
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
// Zoom increment
// Uses log scaling to provide consistent zoom speed
float deltaX = GetMouseDelta().x;
float scale = 0.005f*deltaX;
camera.zoom = Clamp(expf(logf(camera.zoom)+scale), 0.125f, 64.0f);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
// just so we have something in the XY plane
rlPushMatrix();
rlTranslatef(0, 25*50, 0);
rlRotatef(90, 1, 0, 0);
DrawGrid(100, 50);
rlPopMatrix();
// Draw a reference circle
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
EndMode2D();
// Draw mouse reference
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
DrawCircleV(GetMousePosition(), 4, DARKGRAY);
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 2d camera platformer
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 arvyy (@arvyy)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define G 400
#define PLAYER_JUMP_SPD 350.0f
#define PLAYER_HOR_SPD 200.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
float speed;
bool canJump;
} Player;
typedef struct EnvItem {
Rectangle rect;
int blocking;
Color color;
} EnvItem;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
Player player = { 0 };
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Store pointers to the multiple update camera functions
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
UpdateCameraCenter,
UpdateCameraCenterInsideMap,
UpdateCameraCenterSmoothFollow,
UpdateCameraEvenOutOnLanding,
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
char *cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; update player center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
}
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
// Call update camera function by its pointer
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
DrawRectangleRec(playerRect, RED);
DrawCircleV(player.position, 5.0f, GOLD);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, DARKGRAY);
DrawText("- R to reset position + zoom", 40, 100, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 120, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 140, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
{
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump)
{
player->speed = -PLAYER_JUMP_SPD;
player->canJump = false;
}
bool hitObstacle = false;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
Vector2 *p = &(player->position);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y <= p->y + player->speed*delta)
{
hitObstacle = true;
player->speed = 0.0f;
p->y = ei->rect.y;
break;
}
}
if (!hitObstacle)
{
player->position.y += player->speed*delta;
player->speed += G*delta;
player->canJump = false;
}
else player->canJump = true;
}
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->offset = (Vector2){ width/2.0f, height/2.0f };
camera->target = player->position;
}
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->target = player->position;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
minX = fminf(ei->rect.x, minX);
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
Vector2 diff = Vector2Subtract(player->position, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = fmaxf(fractionSpeed*length, minSpeed);
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
}
}
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
camera->target.x = player->position.x;
if (eveningOut)
{
if (evenOutTarget > camera->target.y)
{
camera->target.y += evenOutSpeed*delta;
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
{
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
{
eveningOut = 1;
evenOutTarget = player->position.y;
}
}
}
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static Vector2 bbox = { 0.2f, 0.2f };
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
}

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/*******************************************************************************************
*
* raylib [core] example - 2d camera split screen
*
* Example complexity rating: [★★★★] 4/4
*
* Addapted from the core_3d_camera_split_screen example:
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Gabriel dos Santos Sanches (@gabrielssanches)
*
********************************************************************************************/
#include "raylib.h"
#define PLAYER_SIZE 40
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 440;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");
Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
Camera2D camera1 = { 0 };
camera1.target = (Vector2){ player1.x, player1.y };
camera1.offset = (Vector2){ 200.0f, 200.0f };
camera1.rotation = 0.0f;
camera1.zoom = 1.0f;
Camera2D camera2 = { 0 };
camera2.target = (Vector2){ player2.x, player2.y };
camera2.offset = (Vector2){ 200.0f, 200.0f };
camera2.rotation = 0.0f;
camera2.zoom = 1.0f;
RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_S)) player1.y += 3.0f;
else if (IsKeyDown(KEY_W)) player1.y -= 3.0f;
if (IsKeyDown(KEY_D)) player1.x += 3.0f;
else if (IsKeyDown(KEY_A)) player1.x -= 3.0f;
if (IsKeyDown(KEY_UP)) player2.y -= 3.0f;
else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f;
if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f;
else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f;
camera1.target = (Vector2){ player1.x, player1.y };
camera2.target = (Vector2){ player2.x, player2.y };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(screenCamera1);
ClearBackground(RAYWHITE);
BeginMode2D(camera1);
// Draw full scene with first camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
{
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
}
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
{
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
{
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
}
}
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
EndTextureMode();
BeginTextureMode(screenCamera2);
ClearBackground(RAYWHITE);
BeginMode2D(camera2);
// Draw full scene with second camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
{
DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
}
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
{
for (int j = 0; j < screenHeight/PLAYER_SIZE; j++)
{
DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY);
}
}
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenCamera1); // Unload render texture
UnloadRenderTexture(screenCamera2); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rcamera.h"
#define MAX_COLUMNS 20
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
int cameraMode = CAMERA_FIRST_PERSON;
// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Switch camera mode
if (IsKeyPressed(KEY_ONE))
{
cameraMode = CAMERA_FREE;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_TWO))
{
cameraMode = CAMERA_FIRST_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_THREE))
{
cameraMode = CAMERA_THIRD_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_FOUR))
{
cameraMode = CAMERA_ORBITAL;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
// Switch camera projection
if (IsKeyPressed(KEY_P))
{
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Create isometric view
cameraMode = CAMERA_THIRD_PERSON;
// Note: The target distance is related to the render distance in the orthographic projection
camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
CameraYaw(&camera, -135*DEG2RAD, true);
CameraPitch(&camera, -45*DEG2RAD, true, true, false);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Reset to default view
cameraMode = CAMERA_THIRD_PERSON;
camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_PERSPECTIVE;
camera.fovy = 60.0f;
}
}
// Update camera computes movement internally depending on the camera mode
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advanced camera controls, it's recommended to compute camera movement manually
UpdateCamera(&camera, cameraMode); // Update camera
/*
// Camera PRO usage example (EXPERIMENTAL)
// This new camera function allows custom movement/rotation values to be directly provided
// as input parameters, with this approach, rcamera module is internally independent of raylib inputs
UpdateCameraPro(&camera,
(Vector3){
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down
},
(Vector3){
GetMouseDelta().x*0.05f, // Rotation: yaw
GetMouseDelta().y*0.05f, // Rotation: pitch
0.0f // Rotation: roll
},
GetMouseWheelMove()*2.0f); // Move to target (zoom)
*/
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
// Draw player cube
if (cameraMode == CAMERA_THIRD_PERSON)
{
DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
}
EndMode3D();
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(600, 5, 195, 100, BLUE);
DrawText("Camera status:", 610, 15, 10, BLACK);
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera fps
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldiņš (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Agnis Aldiņš (@nezvers)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Movement constants
#define GRAVITY 32.0f
#define MAX_SPEED 20.0f
#define CROUCH_SPEED 5.0f
#define JUMP_FORCE 12.0f
#define MAX_ACCEL 150.0f
// Grounded drag
#define FRICTION 0.86f
// Increasing air drag, increases strafing speed
#define AIR_DRAG 0.98f
// Responsiveness for turning movement direction to looked direction
#define CONTROL 15.0f
#define CROUCH_HEIGHT 0.0f
#define STAND_HEIGHT 1.0f
#define BOTTOM_HEIGHT 0.5f
#define NORMALIZE_INPUT 0
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Body structure
typedef struct {
Vector3 position;
Vector3 velocity;
Vector3 dir;
bool isGrounded;
} Body;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Vector2 sensitivity = { 0.001f, 0.001f };
static Body player = { 0 };
static Vector2 lookRotation = { 0 };
static float headTimer = 0.0f;
static float walkLerp = 0.0f;
static float headLerp = STAND_HEIGHT;
static Vector2 lean = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static void DrawLevel(void);
static void UpdateCameraFPS(Camera *camera);
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps");
// Initialize camera variables
// NOTE: UpdateCameraFPS() takes care of the rest
Camera camera = { 0 };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
UpdateCameraFPS(&camera); // Update camera parameters
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mouseDelta = GetMouseDelta();
lookRotation.x -= mouseDelta.x*sensitivity.x;
lookRotation.y += mouseDelta.y*sensitivity.y;
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
if (player.isGrounded && ((forward != 0) || (sideway != 0)))
{
headTimer += delta*3.0f;
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
}
else
{
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
}
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
UpdateCameraFPS(&camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawLevel();
EndMode3D();
// Draw info box
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 75, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Update body considering current world state
void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
{
Vector2 input = (Vector2){ (float)side, (float)-forward };
#if defined(NORMALIZE_INPUT)
// Slow down diagonal movement
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
#endif
float delta = GetFrameTime();
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
if (body->isGrounded && jumpPressed)
{
body->velocity.y = JUMP_FORCE;
body->isGrounded = false;
// Sound can be played at this moment
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
//PlaySound(fxJump);
}
Vector3 front = (Vector3){ sinf(rot), 0.f, cosf(rot) };
Vector3 right = (Vector3){ cosf(-rot), 0.f, sinf(-rot) };
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
float hvelLength = Vector3Length(hvel); // Magnitude
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
// This is what creates strafing
float speed = Vector3DotProduct(hvel, body->dir);
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
hvel.x += body->dir.x*accel;
hvel.z += body->dir.z*accel;
body->velocity.x = hvel.x;
body->velocity.z = hvel.z;
body->position.x += body->velocity.x*delta;
body->position.y += body->velocity.y*delta;
body->position.z += body->velocity.z*delta;
// Fancy collision system against the floor
if (body->position.y <= 0.0f)
{
body->position.y = 0.0f;
body->velocity.y = 0.0f;
body->isGrounded = true; // Enable jumping
}
}
// Update camera for FPS behaviour
static void UpdateCameraFPS(Camera *camera)
{
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
// Left and right
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
// Clamp view up
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
// Clamp view down
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
maxAngleDown *= -1.0f; // Downwards angle is negative
maxAngleDown += 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
// Up and down
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
// Rotate view vector around right axis
float pitchAngle = -lookRotation.y - lean.y;
pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
// Head animation
// Rotate up direction around forward axis
float headSin = sinf(headTimer*PI);
float headCos = cosf(headTimer*PI);
const float stepRotation = 0.01f;
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
// Camera BOB
const float bobSide = 0.1f;
const float bobUp = 0.15f;
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
bobbing.y = fabsf(headCos*bobUp);
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
camera->target = Vector3Add(camera->position, pitch);
}
// Draw game level
static void DrawLevel(void)
{
const int floorExtent = 25;
const float tileSize = 5.0f;
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
// Floor tiles
for (int y = -floorExtent; y < floorExtent; y++)
{
for (int x = -floorExtent; x < floorExtent; x++)
{
if ((y & 1) && (x & 1))
{
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
}
else if (!(y & 1) && !(x & 1))
{
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
}
}
}
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
const Color towerColor = (Color){ 150, 200, 200, 255 };
Vector3 towerPos = (Vector3){ 16.0f, 16.0f, 16.0f };
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
towerPos.x *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
towerPos.z *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
towerPos.x *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
// Red sun
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera free
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyPressed(KEY_Z)) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 93, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera mode
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera split screen
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen");
// Setup player 1 camera and screen
Camera cameraPlayer1 = { 0 };
cameraPlayer1.fovy = 45.0f;
cameraPlayer1.up.y = 1.0f;
cameraPlayer1.target.y = 1.0f;
cameraPlayer1.position.z = -3.0f;
cameraPlayer1.position.y = 1.0f;
RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
// Setup player two camera and screen
Camera cameraPlayer2 = { 0 };
cameraPlayer2.fovy = 45.0f;
cameraPlayer2.up.y = 1.0f;
cameraPlayer2.target.y = 3.0f;
cameraPlayer2.position.x = -3.0f;
cameraPlayer2.position.y = 3.0f;
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth/2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Grid data
int count = 5;
float spacing = 4;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// If anyone moves this frame, how far will they move based on the time since the last frame
// this moves things at 10 world units per second, regardless of the actual FPS
float offsetThisFrame = 10.0f*GetFrameTime();
// Move Player1 forward and backwards (no turning)
if (IsKeyDown(KEY_W))
{
cameraPlayer1.position.z += offsetThisFrame;
cameraPlayer1.target.z += offsetThisFrame;
}
else if (IsKeyDown(KEY_S))
{
cameraPlayer1.position.z -= offsetThisFrame;
cameraPlayer1.target.z -= offsetThisFrame;
}
// Move Player2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP))
{
cameraPlayer2.position.x += offsetThisFrame;
cameraPlayer2.target.x += offsetThisFrame;
}
else if (IsKeyDown(KEY_DOWN))
{
cameraPlayer2.position.x -= offsetThisFrame;
cameraPlayer2.target.x -= offsetThisFrame;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
for (float x = -count*spacing; x <= count*spacing; x += spacing)
{
for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
EndTextureMode();
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
for (float x = -count*spacing; x <= count*spacing; x += spacing)
{
for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d picking
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray = { 0 }; // Picking line ray
RayCollision collision = { 0 }; // Ray collision hit info
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
if (!collision.hit)
{
ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = GetRayCollisionBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
else collision.hit = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
if (collision.hit)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - automation events
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example based on 2d_camera_platformer example by arvyy (@arvyy)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define GRAVITY 400
#define PLAYER_JUMP_SPD 350.0f
#define PLAYER_HOR_SPD 200.0f
#define MAX_ENVIRONMENT_ELEMENTS 5
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
float speed;
bool canJump;
} Player;
typedef struct EnvElement {
Rectangle rect;
int blocking;
Color color;
} EnvElement;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
// Define player
Player player = { 0 };
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
// Define environment elements (platforms)
EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
// Define camera
Camera2D camera = { 0 };
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Automation events
AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
SetAutomationEventList(&aelist);
bool eventRecording = false;
bool eventPlaying = false;
unsigned int frameCounter = 0;
unsigned int playFrameCounter = 0;
unsigned int currentPlayFrame = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = 0.015f;//GetFrameTime();
// Dropped files logic
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
FilePathList droppedFiles = LoadDroppedFiles();
// Supports loading .rgs style files (text or binary) and .png style palette images
if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae"))
{
UnloadAutomationEventList(aelist);
aelist = LoadAutomationEventList(droppedFiles.paths[0]);
eventRecording = false;
// Reset scene state to play
eventPlaying = true;
playFrameCounter = 0;
currentPlayFrame = 0;
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
}
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
//----------------------------------------------------------------------------------
// Update player
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime;
if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime;
if (IsKeyDown(KEY_SPACE) && player.canJump)
{
player.speed = -PLAYER_JUMP_SPD;
player.canJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
EnvElement *element = &envElements[i];
Vector2 *p = &(player.position);
if (element->blocking &&
element->rect.x <= p->x &&
element->rect.x + element->rect.width >= p->x &&
element->rect.y >= p->y &&
element->rect.y <= p->y + player.speed*deltaTime)
{
hitObstacle = 1;
player.speed = 0.0f;
p->y = element->rect.y;
}
}
if (!hitObstacle)
{
player.position.y += player.speed*deltaTime;
player.speed += GRAVITY*deltaTime;
player.canJump = false;
}
else player.canJump = true;
if (IsKeyPressed(KEY_R))
{
// Reset game state
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
}
//----------------------------------------------------------------------------------
// Events playing
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// that can be set by the played event... but some other inputs could be affected
//----------------------------------------------------------------------------------
if (eventPlaying)
{
// NOTE: Multiple events could be executed in a single frame
while (playFrameCounter == aelist.events[currentPlayFrame].frame)
{
PlayAutomationEvent(aelist.events[currentPlayFrame]);
currentPlayFrame++;
if (currentPlayFrame == aelist.count)
{
eventPlaying = false;
currentPlayFrame = 0;
playFrameCounter = 0;
TraceLog(LOG_INFO, "FINISH PLAYING!");
break;
}
}
playFrameCounter++;
}
//----------------------------------------------------------------------------------
// Update camera
//----------------------------------------------------------------------------------
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
// WARNING: On event replay, mouse-wheel internal value is set
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
EnvElement *element = &envElements[i];
minX = fminf(element->rect.x, minX);
maxX = fmaxf(element->rect.x + element->rect.width, maxX);
minY = fminf(element->rect.y, minY);
maxY = fmaxf(element->rect.y + element->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
//----------------------------------------------------------------------------------
// Events management
if (IsKeyPressed(KEY_S)) // Toggle events recording
{
if (!eventPlaying)
{
if (eventRecording)
{
StopAutomationEventRecording();
eventRecording = false;
ExportAutomationEventList(aelist, "automation.rae");
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
}
else
{
SetAutomationEventBaseFrame(180);
StartAutomationEventRecording();
eventRecording = true;
}
}
}
else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame)
{
if (!eventRecording && (aelist.count > 0))
{
// Reset scene state to play
eventPlaying = true;
playFrameCounter = 0;
currentPlayFrame = 0;
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
}
}
if (eventRecording || eventPlaying) frameCounter++;
else frameCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
// Draw environment elements
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
DrawRectangleRec(envElements[i].rect, envElements[i].color);
}
// Draw player rectangle
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
EndMode2D();
// Draw game controls
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY);
DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY);
DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK);
DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK);
// Draw automation events recording indicator
if (eventRecording)
{
DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
DrawCircle(30, 175, 10, MAROON);
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
}
else if (eventPlaying)
{
DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - basic screen manager
*
* Example complexity rating: [★☆☆☆] 1/4
*
* NOTE: This example illustrates a very simple screen manager based on a states machines
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------------
// Types and Structures Definition
//------------------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
GameScreen currentScreen = LOGO;
// TODO: Initialize all required variables and load all required data here!
int framesCounter = 0; // Useful to count frames
SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch (currentScreen)
{
case LOGO:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - basic window
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute 'raylib_compile_execute' script
* Note that compiled executable is placed in the same folder as .c file
*
* To test the examples on Web, press F6 and execute 'raylib_compile_execute_web' script
* Web version of the program is generated in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - clipboard text
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Ananth S (@Ananth1839) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ananth S (@Ananth1839)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#define MAX_TEXT_SAMPLES 5
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - clipboard text");
// Define some sample texts
const char *sampleTexts[MAX_TEXT_SAMPLES] = {
"Hello from raylib!",
"The quick brown fox jumps over the lazy dog",
"Clipboard operations are useful!",
"raylib is a simple and easy-to-use library",
"Copy and paste me!"
};
const char *clipboardText = NULL;
char inputBuffer[256] = "Hello from raylib!"; // Random initial string
// UI required variables
bool textBoxEditMode = false;
bool btnCutPressed = false;
bool btnCopyPressed = false;
bool btnPastePressed = false;
bool btnClearPressed = false;
bool btnRandomPressed = false;
// Set UI style
GuiSetStyle(DEFAULT, TEXT_SIZE, 20);
GuiSetIconScale(2);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Handle button interactions
if (btnCutPressed)
{
SetClipboardText(inputBuffer);
clipboardText = GetClipboardText();
inputBuffer[0] = '\0'; // Quick solution to clear text
//memset(inputBuffer, 0, 256); // Clear full buffer properly
}
if (btnCopyPressed)
{
SetClipboardText(inputBuffer); // Copy text to clipboard
clipboardText = GetClipboardText(); // Get text from clipboard
}
if (btnPastePressed)
{
// Paste text from clipboard
clipboardText = GetClipboardText();
if (clipboardText != NULL) TextCopy(inputBuffer, clipboardText);
}
if (btnClearPressed)
{
inputBuffer[0] = '\0'; // Quick solution to clear text
//memset(inputBuffer, 0, 256); // Clear full buffer properly
}
if (btnRandomPressed)
{
// Get random text from sample list
TextCopy(inputBuffer, sampleTexts[GetRandomValue(0, MAX_TEXT_SAMPLES - 1)]);
}
// Quick cut/copy/paste with keyboard shortcuts
if (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL))
{
if (IsKeyPressed(KEY_X))
{
SetClipboardText(inputBuffer);
inputBuffer[0] = '\0'; // Quick solution to clear text
}
if (IsKeyPressed(KEY_C)) SetClipboardText(inputBuffer);
if (IsKeyPressed(KEY_V))
{
clipboardText = GetClipboardText();
if (clipboardText != NULL) TextCopy(inputBuffer, clipboardText);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw instructions
GuiLabel((Rectangle){ 50, 20, 700, 36 }, "Use the BUTTONS or KEY SHORTCUTS:");
DrawText("[CTRL+X] - CUT | [CTRL+C] COPY | [CTRL+V] | PASTE", 50, 60, 20, MAROON);
// Draw text box
if (GuiTextBox((Rectangle){ 50, 120, 652, 40 }, inputBuffer, 256, textBoxEditMode)) textBoxEditMode = !textBoxEditMode;
// Random text button
btnRandomPressed = GuiButton((Rectangle){ 50 + 652 + 8, 120, 40, 40 }, "#77#");
// Draw buttons
btnCutPressed = GuiButton((Rectangle){ 50, 180, 158, 40 }, "#17#CUT");
btnCopyPressed = GuiButton((Rectangle){ 50 + 165, 180, 158, 40 }, "#16#COPY");
btnPastePressed = GuiButton((Rectangle){ 50 + 165*2, 180, 158, 40 }, "#18#PASTE");
btnClearPressed = GuiButton((Rectangle){ 50 + 165*3, 180, 158, 40 }, "#143#CLEAR");
// Draw clipboard status
GuiSetState(STATE_DISABLED);
GuiLabel((Rectangle){ 50, 260, 700, 40 }, "Clipboard current text data:");
GuiSetStyle(TEXTBOX, TEXT_READONLY, 1);
GuiTextBox((Rectangle){ 50, 300, 700, 40 }, (char *)clipboardText, 256, false);
GuiSetStyle(TEXTBOX, TEXT_READONLY, 0);
GuiLabel((Rectangle){ 50, 360, 700, 40 }, "Try copying text from other applications and pasting here!");
GuiSetState(STATE_NORMAL);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - compute hash
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static char *GetDataAsHexText(const unsigned int *data, int dataSize);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - compute hash");
// UI controls variables
char textInput[96] = "The quick brown fox jumps over the lazy dog.";
bool textBoxEditMode = false;
bool btnComputeHashes = false;
// Data hash values
unsigned int hashCRC32 = 0;
unsigned int *hashMD5 = NULL;
unsigned int *hashSHA1 = NULL;
unsigned int *hashSHA256 = NULL;
// Base64 encoded data
char *base64Text = NULL;
int base64TextSize = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (btnComputeHashes)
{
int textInputLen = (int)strlen(textInput);
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
base64Text = EncodeDataBase64((unsigned char *)textInput, textInputLen, &base64TextSize);
hashCRC32 = ComputeCRC32((unsigned char *)textInput, textInputLen); // Compute CRC32 hash code (4 bytes)
hashMD5 = ComputeMD5((unsigned char *)textInput, textInputLen); // Compute MD5 hash code, returns static int[4] (16 bytes)
hashSHA1 = ComputeSHA1((unsigned char *)textInput, textInputLen); // Compute SHA1 hash code, returns static int[5] (20 bytes)
hashSHA256 = ComputeSHA256((unsigned char *)textInput, textInputLen); // Compute SHA256 hash code, returns static int[8] (32 bytes)
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
GuiSetStyle(DEFAULT, TEXT_SIZE, 20);
GuiSetStyle(DEFAULT, TEXT_SPACING, 2);
GuiLabel((Rectangle){ 40, 26, 720, 32 }, "INPUT DATA (TEXT):");
GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
if (GuiTextBox((Rectangle){ 40, 64, 720, 32 }, textInput, 95, textBoxEditMode)) textBoxEditMode = !textBoxEditMode;
btnComputeHashes = GuiButton((Rectangle){ 40, 64 + 40, 720, 32 }, "COMPUTE INPUT DATA HASHES");
GuiSetStyle(DEFAULT, TEXT_SIZE, 20);
GuiSetStyle(DEFAULT, TEXT_SPACING, 2);
GuiLabel((Rectangle){ 40, 160, 720, 32 }, "INPUT DATA HASH VALUES:");
GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
GuiSetStyle(TEXTBOX, TEXT_READONLY, 1);
GuiLabel((Rectangle){ 40, 200, 120, 32 }, "CRC32 [32 bit]:");
GuiTextBox((Rectangle){ 40 + 120, 200, 720 - 120, 32 }, GetDataAsHexText(&hashCRC32, 1), 120, false);
GuiLabel((Rectangle){ 40, 200 + 36, 120, 32 }, "MD5 [128 bit]:");
GuiTextBox((Rectangle){ 40 + 120, 200 + 36, 720 - 120, 32 }, GetDataAsHexText(hashMD5, 4), 120, false);
GuiLabel((Rectangle){ 40, 200 + 36*2, 120, 32 }, "SHA1 [160 bit]:");
GuiTextBox((Rectangle){ 40 + 120, 200 + 36*2, 720 - 120, 32 }, GetDataAsHexText(hashSHA1, 5), 120, false);
GuiLabel((Rectangle){ 40, 200 + 36*3, 120, 32 }, "SHA256 [256 bit]:");
GuiTextBox((Rectangle){ 40 + 120, 200 + 36*3, 720 - 120, 32 }, GetDataAsHexText(hashSHA256, 8), 120, false);
GuiSetState(STATE_FOCUSED);
GuiLabel((Rectangle){ 40, 200 + 36*5 - 30, 320, 32 }, "BONUS - BAS64 ENCODED STRING:");
GuiSetState(STATE_NORMAL);
GuiLabel((Rectangle){ 40, 200 + 36*5, 120, 32 }, "BASE64 ENCODING:");
GuiTextBox((Rectangle){ 40 + 120, 200 + 36*5, 720 - 120, 32 }, base64Text, 120, false);
GuiSetStyle(TEXTBOX, TEXT_READONLY, 0);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
MemFree(base64Text); // Free Base64 text data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
static char *GetDataAsHexText(const unsigned int *data, int dataSize)
{
static char text[128] = { 0 };
memset(text, 0, 128);
if ((data != NULL) && (dataSize > 0) && (dataSize < ((128/8) - 1)))
{
for (int i = 0; i < dataSize; i++) TextCopy(text + i*8, TextFormat("%08X", data[i]));
}
else TextCopy(text, "00000000");
return text;
}

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/*******************************************************************************************
*
* raylib [core] example - custom frame control
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: WARNING: This is an example for advanced users willing to have full control over
* the frame processes. By default, EndDrawing() calls the following processes:
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
* 2. SwapScreenBuffer()
* 3. Frame time control: WaitTime()
* 4. PollInputEvents()
*
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
* config.h (it requires recompiling raylib). This way those steps are up to the user
*
* Note that enabling this flag invalidates some functions:
* - GetFrameTime()
* - SetTargetFPS()
* - GetFPS()
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
// Custom timming variables
double previousTime = GetTime(); // Previous time measure
double currentTime = 0.0; // Current time measure
double updateDrawTime = 0.0; // Update + Draw time
double waitTime = 0.0; // Wait time (if target fps required)
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
float timeCounter = 0.0f; // Accumulative time counter (seconds)
float position = 0.0f; // Circle position
bool pause = false; // Pause control flag
int targetFPS = 60; // Our initial target fps
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
#ifndef PLATFORM_WEB // NOTE: On non web platforms the PollInputEvents just works before the inputs checks
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
if (targetFPS < 0) targetFPS = 0;
if (!pause)
{
position += 200*deltaTime; // We move at 200 pixels per second
if (position >= GetScreenWidth()) position = 0;
timeCounter += deltaTime; // We count time (seconds)
}
#ifdef PLATFORM_WEB // NOTE: On web platform for some reason the PollInputEvents only works after the inputs check, so just call it after check all your inputs (on web)
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
DrawText(TextFormat("TARGET FPS: %i", targetFPS), GetScreenWidth() - 220, 10, 20, LIME);
if (deltaTime != 0)
{
DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f/deltaTime)), GetScreenWidth() - 220, 40, 20, GREEN);
}
EndDrawing();
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
// Events polling, screen buffer swap and frame time control must be managed by the user
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
currentTime = GetTime();
updateDrawTime = currentTime - previousTime;
if (targetFPS > 0) // We want a fixed frame rate
{
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
if (waitTime > 0.0)
{
WaitTime((float)waitTime);
currentTime = GetTime();
deltaTime = (float)(currentTime - previousTime);
}
}
else deltaTime = (float)updateDrawTime; // Framerate could be variable
previousTime = currentTime;
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - custom logging
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2025 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h> // Required for: printf(), vprintf(), fprintf()
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
// Custom logging function
void CustomTraceLog(int msgType, const char *text, va_list args)
{
char timeStr[64] = { 0 };
time_t now = time(NULL);
struct tm *tm_info = localtime(&now);
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", tm_info);
printf("[%s] ", timeStr);
switch (msgType)
{
case LOG_INFO: printf("[INFO] : "); break;
case LOG_ERROR: printf("[ERROR]: "); break;
case LOG_WARNING: printf("[WARN] : "); break;
case LOG_DEBUG: printf("[DEBUG]: "); break;
default: break;
}
vprintf(text, args);
printf("\n");
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Set custom logger
SetTraceLogCallback(CustomTraceLog);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - delta time
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
int currentFps = 60;
// Store the position for the both of the circles
Vector2 deltaCircle = { 0, (float)screenHeight/3.0f };
Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) };
// The speed applied to both circles
const float speed = 10.0f;
const float circleRadius = 32.0f;
SetTargetFPS(currentFps);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Adjust the FPS target based on the mouse wheel
float mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += (int)mouseWheel;
if (currentFps < 0) currentFps = 0;
SetTargetFPS(currentFps);
}
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.x += GetFrameTime()*6.0f*speed;
// This circle can move faster or slower visually depending on the FPS
frameCircle.x += 0.1f*speed;
// If either circle is off the screen, reset it back to the start
if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
if (frameCircle.x > screenWidth) frameCircle.x = 0;
// Reset both circles positions
if (IsKeyPressed(KEY_R))
{
deltaCircle.x = 0;
frameCircle.x = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw both circles to the screen
DrawCircleV(deltaCircle, circleRadius, RED);
DrawCircleV(frameCircle, circleRadius, BLUE);
// Draw the help text
// Determine what help text to show depending on the current FPS target
const char *fpsText = 0;
if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
DrawText(fpsText, 10, 10, 20, DARKGRAY);
DrawText(TextFormat("Frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
// Draw the text above the circles
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
DrawText("FUNC: x += speed", 10, 240, 20, BLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - directory files
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hugo ARNAL (@hugoarnal)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
#define MAX_FILEPATH_SIZE 1024
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - directory files");
char directory[MAX_FILEPATH_SIZE] = { 0 };
strcpy(directory, GetWorkingDirectory());
// Load file-paths on current working directory
// NOTE: LoadDirectoryFiles() loads files and directories by default,
// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
//FilePathList files = LoadDirectoryFiles(directory);
FilePathList files = LoadDirectoryFilesEx(directory, ".png;.c", false);
int btnBackPressed = false;
int listScrollIndex = 0;
int listItemActive = -1;
int listItemFocused = -1;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (btnBackPressed)
{
TextCopy(directory, GetPrevDirectoryPath(directory));
UnloadDirectoryFiles(files);
files = LoadDirectoryFiles(directory);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
btnBackPressed = GuiButton((Rectangle){ 40.0f, 10.0f, 48, 28 }, "<");
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
GuiLabel((Rectangle){ 40 + 48 + 10, 10, 700, 28 }, directory);
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
GuiSetStyle(LISTVIEW, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(LISTVIEW, TEXT_PADDING, 40);
GuiListViewEx((Rectangle){ 0, 50, (float)GetScreenWidth(), (float)GetScreenHeight() - 50 },
files.paths, files.count, &listScrollIndex, &listItemActive, &listItemFocused);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadDirectoryFiles(files);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - drop files
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#define MAX_FILEPATH_RECORDED 4096
#define MAX_FILEPATH_SIZE 2048
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int filePathCounter = 0;
char *filePaths[MAX_FILEPATH_RECORDED] = { 0 }; // We will register a maximum of filepaths
// Allocate space for the required file paths
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
{
filePaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_SIZE, 1);
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
FilePathList droppedFiles = LoadDroppedFiles();
for (int i = 0, offset = filePathCounter; i < (int)droppedFiles.count; i++)
{
if (filePathCounter < (MAX_FILEPATH_RECORDED - 1))
{
TextCopy(filePaths[offset + i], droppedFiles.paths[i]);
filePathCounter++;
}
}
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (filePathCounter == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < filePathCounter; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(filePaths[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*filePathCounter, 20, DARKGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
{
RL_FREE(filePaths[i]); // Free allocated memory for all filepaths
}
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - highdpi demo
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.5
*
* Example contributed by Jonathan Marler (@marler8997) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jonathan Marler (@marler8997)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi demo");
SetWindowMinSize(450, 450);
int logicalGridDescY = 120;
int logicalGridLabelY = logicalGridDescY + 30;
int logicalGridTop = logicalGridLabelY + 30;
int logicalGridBottom = logicalGridTop + 80;
int pixelGridTop = logicalGridBottom - 20;
int pixelGridBottom = pixelGridTop + 80;
int pixelGridLabelY = pixelGridBottom + 30;
int pixelGridDescY = pixelGridLabelY + 30;
int cellSize = 50;
float cellSizePx = (float)cellSize;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
int monitorCount = GetMonitorCount();
if ((monitorCount > 1) && IsKeyPressed(KEY_N))
{
SetWindowMonitor((GetCurrentMonitor() + 1)%monitorCount);
}
int currentMonitor = GetCurrentMonitor();
Vector2 dpiScale = GetWindowScaleDPI();
cellSizePx = ((float)cellSize)/dpiScale.x;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
int windowCenter = GetScreenWidth()/2;
DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 20, LIGHTGRAY);
DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
bool odd = true;
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
{
if (odd) DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 10, LIGHTGRAY);
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
}
odd = true;
const int minTextSpace = 30;
int lastTextX = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
{
int x = (int)(((float)i)/dpiScale.x);
if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY);
if ((x - lastTextX) >= minTextSpace)
{
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 10, LIGHTGRAY);
lastTextX = x;
}
}
DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
const char *text = "Can you see this?";
Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
Vector2 pos = (Vector2){ GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5 };
DrawTextEx(GetFontDefault(), text, pos, 20, 3, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
{
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = (Vector2){ x - size.x/2, y - size.y/2 };
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}

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/*******************************************************************************************
*
* raylib [core] example - highdpi testbed
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
Vector2 scaleDpi = GetWindowScaleDPI();
Vector2 mousePos = GetMousePosition();
int currentMonitor = GetCurrentMonitor();
Vector2 windowPos = GetWindowPosition();
int gridSpacing = 40; // Grid spacing in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePos = GetMousePosition();
currentMonitor = GetCurrentMonitor();
scaleDpi = GetWindowScaleDPI();
windowPos = GetWindowPosition();
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
if (IsKeyPressed(KEY_F)) ToggleFullscreen();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw grid
for (int h = 0; h < GetScreenHeight()/gridSpacing + 1; h++)
{
DrawText(TextFormat("%02i", h*gridSpacing), 4, h*gridSpacing - 4, 10, GRAY);
DrawLine(24, h*gridSpacing, GetScreenWidth(), h*gridSpacing, LIGHTGRAY);
}
for (int v = 0; v < GetScreenWidth()/gridSpacing + 1; v++)
{
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
}
// Draw UI info
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
DrawText(TextFormat("SCALE FACTOR: %.2fx%.2f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
// Draw reference rectangles, top-left and bottom-right corners
DrawRectangle(0, 0, 30, 60, RED);
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, BLUE);
// Draw mouse position
DrawCircleV(GetMousePosition(), 20, MAROON);
DrawRectangleRec((Rectangle) { mousePos.x - 25, mousePos.y, 50, 2 }, BLACK);
DrawRectangleRec((Rectangle) { mousePos.x, mousePos.y - 25, 2, 50 }, BLACK);
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
(mousePos.y > GetScreenHeight() - 60)? (int)mousePos.y - 46 : (int)mousePos.y + 30, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - input actions
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Jett (@JettMonstersGoBoom) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jett (@JettMonstersGoBoom)
*
********************************************************************************************/
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
#include "raylib.h"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum ActionType {
NO_ACTION = 0,
ACTION_UP,
ACTION_DOWN,
ACTION_LEFT,
ACTION_RIGHT,
ACTION_FIRE,
MAX_ACTION
} ActionType;
// Key and button inputs
typedef struct ActionInput {
int key;
int button;
} ActionInput;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static int gamepadIndex = 0; // Gamepad default index
static ActionInput actionInputs[MAX_ACTION] = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static bool IsActionPressed(int action); // Check action key/button pressed
static bool IsActionReleased(int action); // Check action key/button released
static bool IsActionDown(int action); // Check action key/button down
static void SetActionsDefault(void); // Set the "default" keyset
static void SetActionsCursor(void); // Set the "alternate" keyset
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
// Set default actions
char actionSet = 0;
SetActionsDefault();
bool releaseAction = false;
Vector2 position = (Vector2){ 400.0f, 200.0f };
Vector2 size = (Vector2){ 40.0f, 40.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
gamepadIndex = 0; // Set gamepad being checked
if (IsActionDown(ACTION_UP)) position.y -= 2;
if (IsActionDown(ACTION_DOWN)) position.y += 2;
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
if (IsActionDown(ACTION_RIGHT)) position.x += 2;
if (IsActionPressed(ACTION_FIRE))
{
position.x = (screenWidth-size.x)/2;
position.y = (screenHeight-size.y)/2;
}
// Register release action for one frame
releaseAction = false;
if (IsActionReleased(ACTION_FIRE)) releaseAction = true;
// Switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
actionSet = !actionSet;
if (actionSet == 0) SetActionsDefault();
else SetActionsCursor();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GRAY);
DrawRectangleV(position, size, releaseAction? BLUE : RED);
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Arrow keys", 10, 10, 20, WHITE);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check action key/button pressed
// NOTE: Combines key pressed and gamepad button pressed in one action
static bool IsActionPressed(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return result;
}
// Check action key/button released
// NOTE: Combines key released and gamepad button released in one action
static bool IsActionReleased(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return result;
}
// Check action key/button down
// NOTE: Combines key down and gamepad button down in one action
static bool IsActionDown(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return result;
}
// Set the "default" keyset
// NOTE: Here WASD and gamepad buttons on the left side for movement
static void SetActionsDefault(void)
{
actionInputs[ACTION_UP].key = KEY_W;
actionInputs[ACTION_DOWN].key = KEY_S;
actionInputs[ACTION_LEFT].key = KEY_A;
actionInputs[ACTION_RIGHT].key = KEY_D;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
}
// Set the "alternate" keyset
// NOTE: Here cursor keys and gamepad buttons on the right side for movement
static void SetActionsCursor(void)
{
actionInputs[ACTION_UP].key = KEY_UP;
actionInputs[ACTION_DOWN].key = KEY_DOWN;
actionInputs[ACTION_LEFT].key = KEY_LEFT;
actionInputs[ACTION_RIGHT].key = KEY_RIGHT;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
}

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/*******************************************************************************************
*
* raylib [core] example - input gamepad
*
* Example complexity rating: [★☆☆☆] 1/4
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* Example originally created with raylib 1.1, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Gamepad name ID depends on drivers and OS
#define XBOX_ALIAS_1 "xbox"
#define XBOX_ALIAS_2 "x-box"
#define PS_ALIAS_1 "playstation"
#define PS_ALIAS_2 "sony"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gamepad");
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
// Set axis deadzones
const float leftStickDeadzoneX = 0.1f;
const float leftStickDeadzoneY = 0.1f;
const float rightStickDeadzoneX = 0.1f;
const float rightStickDeadzoneY = 0.1f;
const float leftTriggerDeadzone = -0.9f;
const float rightTriggerDeadzone = -0.9f;
Rectangle vibrateButton = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
int gamepad = 0; // which gamepad to display
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_LEFT) && gamepad > 0) gamepad--;
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
Vector2 mousePosition = GetMousePosition();
vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (IsGamepadAvailable(gamepad))
{
DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK);
// Get axis values
float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X);
float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y);
float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X);
float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y);
float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER);
float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER);
// Calculate deadzones
if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f;
if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f;
if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f;
if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f;
if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;
if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1) ||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
// Draw buttons: xbox home
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (int)(leftStickX*20), 152 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (int)(rightStickX*20), 237 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
else if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_1) > -1) ||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_2) > -1))
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
// Draw buttons: ps
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (int)(leftStickX*20), 255 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (int)(rightStickX*20), 255 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED);
}
else
{
// Draw background: generic
DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 16, DARKGRAY);
// Draw buttons: basic
DrawCircle(365, 170, 12, RAYWHITE);
DrawCircle(405, 170, 12, RAYWHITE);
DrawCircle(445, 170, 12, RAYWHITE);
DrawCircle(516, 191, 17, RAYWHITE);
DrawCircle(551, 227, 17, RAYWHITE);
DrawCircle(587, 191, 17, RAYWHITE);
DrawCircle(551, 155, 17, RAYWHITE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED);
// Draw buttons: d-pad
DrawRectangle(245, 145, 28, 88, RAYWHITE);
DrawRectangle(215, 174, 88, 29, RAYWHITE);
DrawRectangle(247, 147, 24, 84, BLACK);
DrawRectangle(217, 176, 84, 25, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED);
// Draw buttons: left-right back
DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, DARKGRAY);
DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, DARKGRAY);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, RED);
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(345, 260, 40, BLACK);
DrawCircle(345, 260, 35, LIGHTGRAY);
DrawCircle(345 + (int)(leftStickX*20), 260 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(465, 260, 40, BLACK);
DrawCircle(465, 260, 35, LIGHTGRAY);
DrawCircle(465 + (int)(rightStickX*20), 260 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(151, 110, 15, 70, GRAY);
DrawRectangle(644, 110, 15, 70, GRAY);
DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED);
}
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(gamepad)), 10, 50, 10, MAROON);
for (int i = 0; i < GetGamepadAxisCount(gamepad); i++)
{
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(gamepad, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
// Draw vibrate button
DrawRectangleRec(vibrateButton, SKYBLUE);
DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else
{
DrawText(TextFormat("GP%d: NOT DETECTED", gamepad), 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - input gestures
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.4, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_GESTURE_STRINGS 20
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
currentGesture = GetGestureDetected();
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
{
if (currentGesture != lastGesture)
{
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: TextCopy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: TextCopy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: TextCopy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: TextCopy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) TextCopy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - input gestures testbed
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 6.0
*
* Example contributed by ubkp (@ubkp) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 ubkp (@ubkp)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for the protractor angle graphic drawing
#define GESTURE_LOG_SIZE 20
#define MAX_TOUCH_COUNT 32
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static char const *GetGestureName(int gesture); // Get text string for gesture value
static Color GetGestureColor(int gesture); // Get color for gesture value
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed");
Vector2 messagePosition = { 160, 7 };
// Last gesture variables definitions
int lastGesture = 0;
Vector2 lastGesturePosition = { 165, 130 };
// Gesture log variables definitions
// NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures
char gestureLog[GESTURE_LOG_SIZE][12] = { "" };
// NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around)
int gestureLogIndex = GESTURE_LOG_SIZE;
int previousGesture = 0;
// Log mode values:
// - 0 shows repeated events
// - 1 hides repeated events
// - 2 shows repeated events but hide hold events
// - 3 hides repeated events and hide hold events
int logMode = 1;
Color gestureColor = { 0, 0, 0, 255 };
Rectangle logButton1 = { 53, 7, 48, 26 };
Rectangle logButton2 = { 108, 7, 36, 26 };
Vector2 gestureLogPosition = { 10, 10 };
// Protractor variables definitions
float angleLength = 90.0f;
float currentAngleDegrees = 0.0f;
Vector2 finalVector = { 0.0f, 0.0f };
Vector2 protractorPosition = { 266.0f, 315.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//--------------------------------------------------------------------------------------
// Handle common gestures data
int i, ii; // Iterators that will be reused by all for loops
const int currentGesture = GetGestureDetected();
const float currentDragDegrees = GetGestureDragAngle();
const float currentPitchDegrees = GetGesturePinchAngle();
const int touchCount = GetTouchPointCount();
// Handle last gesture
if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture))
lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display
// Handle gesture log
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
if (CheckCollisionPointRec(GetMousePosition(), logButton1))
{
switch (logMode)
{
case 3: logMode = 2; break;
case 2: logMode = 3; break;
case 1: logMode = 0; break;
default: logMode = 1; break;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), logButton2))
{
switch (logMode)
{
case 3: logMode = 1; break;
case 2: logMode = 0; break;
case 1: logMode = 3; break;
default: logMode = 2; break;
}
}
}
int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled
if (currentGesture !=0)
{
if (logMode == 3) // 3 hides repeated events and hide hold events
{
if (((currentGesture != 4) && (currentGesture != previousGesture)) || (currentGesture < 3)) fillLog = 1;
}
else if (logMode == 2) // 2 shows repeated events but hide hold events
{
if (currentGesture != 4) fillLog = 1;
}
else if (logMode == 1) // 1 hides repeated events
{
if (currentGesture != previousGesture) fillLog = 1;
}
else // 0 shows repeated events
{
fillLog = 1;
}
}
if (fillLog) // If one of the conditions from logMode was met, fill the gesture log
{
previousGesture = currentGesture;
gestureColor = GetGestureColor(currentGesture);
if (gestureLogIndex <= 0) gestureLogIndex = GESTURE_LOG_SIZE;
gestureLogIndex--;
// Copy the gesture respective name to the gesture log array
TextCopy(gestureLog[gestureLogIndex], GetGestureName(currentGesture));
}
// Handle protractor
if (currentGesture > 255) currentAngleDegrees = currentPitchDegrees; // Pinch In and Pinch Out
else if (currentGesture > 15) currentAngleDegrees = currentDragDegrees; // Swipe Right, Swipe Left, Swipe Up and Swipe Down
else if (currentGesture > 0) currentAngleDegrees = 0.0f; // Tap, Doubletap, Hold and Grab
float currentAngleRadians = ((currentAngleDegrees + 90.0f)*PI/180); // Convert the current angle to Radians
// Calculate the final vector for display
finalVector = (Vector2){ (angleLength*sinf(currentAngleRadians)) + protractorPosition.x,
(angleLength*cosf(currentAngleRadians)) + protractorPosition.y };
// Handle touch and mouse pointer points
Vector2 touchPosition[MAX_TOUCH_COUNT] = { 0 };
Vector2 mousePosition = { 0 };
if (currentGesture != GESTURE_NONE)
{
if (touchCount != 0)
{
for (i = 0; i < touchCount; i++) touchPosition[i] = GetTouchPosition(i); // Fill the touch positions
}
else mousePosition = GetMousePosition();
}
//--------------------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw common elements
DrawText("*", (int)messagePosition.x + 5, (int)messagePosition.y + 5, 10, BLACK);
DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", (int)messagePosition.x + 15, (int)messagePosition.y + 5, 10, BLACK);
DrawText("*", (int)messagePosition.x + 5, (int)messagePosition.y + 35, 10, BLACK);
DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.", (int)messagePosition.x + 15, (int)messagePosition.y + 35, 10, BLACK);
// Draw last gesture
DrawText("Last gesture", (int)lastGesturePosition.x + 33, (int)lastGesturePosition.y - 47, 20, BLACK);
DrawText("Swipe Tap Pinch Touch", (int)lastGesturePosition.x + 17, (int)lastGesturePosition.y - 18, 10, BLACK);
DrawRectangle((int)lastGesturePosition.x + 20, (int)lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x, (int)lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x + 40, (int)lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY);
DrawRectangle((int)lastGesturePosition.x + 20, (int)lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 80, (int)lastGesturePosition.y + 16, 10, lastGesture == GESTURE_TAP ? BLUE : LIGHTGRAY);
DrawRing( (Vector2){lastGesturePosition.x + 103, lastGesturePosition.y + 16}, 6.0f, 11.0f, 0.0f, 360.0f, 0, lastGesture == GESTURE_DRAG ? LIME : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 80, (int)lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawCircle((int)lastGesturePosition.x + 103, (int)lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 122, lastGesturePosition.y + 16 }, (Vector2){ lastGesturePosition.x + 137, lastGesturePosition.y + 26 }, (Vector2){lastGesturePosition.x + 137, lastGesturePosition.y + 6 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 6 }, (Vector2){ lastGesturePosition.x + 147, lastGesturePosition.y + 26 }, (Vector2){ lastGesturePosition.x + 162, lastGesturePosition.y + 16 }, lastGesture == GESTURE_PINCH_OUT? ORANGE : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 33 }, (Vector2){ lastGesturePosition.x + 125, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 140, lastGesturePosition.y + 43 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY);
DrawTriangle((Vector2){ lastGesturePosition.x + 144, lastGesturePosition.y + 43 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 53 }, (Vector2){ lastGesturePosition.x + 159, lastGesturePosition.y + 33 }, lastGesture == GESTURE_PINCH_IN? VIOLET : LIGHTGRAY);
for (i = 0; i < 4; i++) DrawCircle((int)lastGesturePosition.x + 180, (int)lastGesturePosition.y + 7 + i*15, 5, touchCount <= i? LIGHTGRAY : gestureColor);
// Draw gesture log
DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1)%GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
Color logButton1Color, logButton2Color;
switch (logMode)
{
case 3: logButton1Color=MAROON; logButton2Color=MAROON; break;
case 2: logButton1Color=GRAY; logButton2Color=MAROON; break;
case 1: logButton1Color=MAROON; logButton2Color=GRAY; break;
default: logButton1Color=GRAY; logButton2Color=GRAY; break;
}
DrawRectangleRec(logButton1, logButton1Color);
DrawText("Hide", (int)logButton1.x + 7, (int)logButton1.y + 3, 10, WHITE);
DrawText("Repeat", (int)logButton1.x + 7, (int)logButton1.y + 13, 10, WHITE);
DrawRectangleRec(logButton2, logButton2Color);
DrawText("Hide", (int)logButton1.x + 62, (int)logButton1.y + 3, 10, WHITE);
DrawText("Hold", (int)logButton1.x + 62, (int)logButton1.y + 13, 10, WHITE);
// Draw protractor
DrawText("Angle", (int)protractorPosition.x + 55, (int)protractorPosition.y + 76, 10, BLACK);
const char *angleString = TextFormat("%f", currentAngleDegrees);
const int angleStringDot = TextFindIndex(angleString, ".");
const char *angleStringTrim = TextSubtext(angleString, 0, angleStringDot + 3);
DrawText( angleStringTrim, (int)protractorPosition.x + 55, (int)protractorPosition.y + 92, 20, gestureColor);
DrawCircleV(protractorPosition, 80.0f, WHITE);
DrawLineEx((Vector2){ protractorPosition.x - 90, protractorPosition.y }, (Vector2){ protractorPosition.x + 90, protractorPosition.y }, 3.0f, LIGHTGRAY);
DrawLineEx((Vector2){ protractorPosition.x, protractorPosition.y - 90 }, (Vector2){ protractorPosition.x, protractorPosition.y + 90 }, 3.0f, LIGHTGRAY);
DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y - 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y + 45 }, 3.0f, GREEN);
DrawLineEx((Vector2){ protractorPosition.x - 80, protractorPosition.y + 45 }, (Vector2){ protractorPosition.x + 80, protractorPosition.y - 45 }, 3.0f, GREEN);
DrawText("0", (int)protractorPosition.x + 96, (int)protractorPosition.y - 9, 20, BLACK);
DrawText("30", (int)protractorPosition.x + 74, (int)protractorPosition.y - 68, 20, BLACK);
DrawText("90", (int)protractorPosition.x - 11, (int)protractorPosition.y - 110, 20, BLACK);
DrawText("150", (int)protractorPosition.x - 100, (int)protractorPosition.y - 68, 20, BLACK);
DrawText("180", (int)protractorPosition.x - 124, (int)protractorPosition.y - 9, 20, BLACK);
DrawText("210", (int)protractorPosition.x - 100, (int)protractorPosition.y + 50, 20, BLACK);
DrawText("270", (int)protractorPosition.x - 18, (int)protractorPosition.y + 92, 20, BLACK);
DrawText("330", (int)protractorPosition.x + 72, (int)protractorPosition.y + 50, 20, BLACK);
if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor);
// Draw touch and mouse pointer points
if (currentGesture != GESTURE_NONE)
{
if ( touchCount != 0 )
{
for (i = 0; i < touchCount; i++)
{
DrawCircleV(touchPosition[i], 50.0f, Fade(gestureColor, 0.5f));
DrawCircleV(touchPosition[i], 5.0f, gestureColor);
}
if (touchCount == 2) DrawLineEx(touchPosition[0], touchPosition[1], ((currentGesture == 512)? 8.0f : 12.0f), gestureColor);
}
else
{
DrawCircleV(mousePosition, 35.0f, Fade(gestureColor, 0.5f));
DrawCircleV(mousePosition, 5.0f, gestureColor);
}
}
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Get text string for gesture value
static char const *GetGestureName(int gesture)
{
switch (gesture)
{
case 0: return "None"; break;
case 1: return "Tap"; break;
case 2: return "Double Tap"; break;
case 4: return "Hold"; break;
case 8: return "Drag"; break;
case 16: return "Swipe Right"; break;
case 32: return "Swipe Left"; break;
case 64: return "Swipe Up"; break;
case 128: return "Swipe Down"; break;
case 256: return "Pinch In"; break;
case 512: return "Pinch Out"; break;
default: return "Unknown"; break;
}
}
// Get color for gesture value
static Color GetGestureColor(int gesture)
{
switch (gesture)
{
case 0: return BLACK; break;
case 1: return BLUE; break;
case 2: return SKYBLUE; break;
case 4: return BLACK; break;
case 8: return LIME; break;
case 16: return RED; break;
case 32: return RED; break;
case 64: return RED; break;
case 128: return RED; break;
case 256: return VIOLET; break;
case 512: return ORANGE; break;
default: return BLACK; break;
}
}

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/*******************************************************************************************
*
* raylib [core] example - input keys
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input keys");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - input mouse
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.0, last time updated with raylib 5.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_H))
{
if (IsCursorHidden()) ShowCursor();
else HideCursor();
}
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY);
if (IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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