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Update RGFW to 1.6 #4794

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b0bde34
add PLATFORM_WEB_RGFW
ColleagueRiley Nov 17, 2024
efe1bd2
fix some bugs
ColleagueRiley Nov 20, 2024
8dc6471
fix web_rgfw gamepad
ColleagueRiley Nov 21, 2024
2776510
send fake screensize
ColleagueRiley Nov 22, 2024
97caf13
fix gamepad bugs (linux) | add L3 + R3 (gamepad)
ColleagueRiley Nov 23, 2024
ae30613
fix?
ColleagueRiley Nov 23, 2024
0bc83b3
update RGFW (again)
ColleagueRiley Nov 23, 2024
dfacae7
Merge branch 'master' of https://github.com/raysan5/raylib into pure
ColleagueRiley Nov 24, 2024
e6d7d0c
update raylib (merge)
ColleagueRiley Nov 24, 2024
2a9d25b
fix xinput stuff
ColleagueRiley Nov 24, 2024
6bbed29
delete makefile added by mistake
ColleagueRiley Nov 26, 2024
3729901
update RGFW
ColleagueRiley Nov 27, 2024
0e2c219
update RGFW (rename joystick to gamepad to avoid misunderstandings
ColleagueRiley Nov 27, 2024
f1cf7bf
Merge branch 'pure' of https://github.com/ColleagueRiley/raylib
ColleagueRiley Nov 28, 2024
77f23bc
update RGFW (fix X11 bug)
ColleagueRiley Nov 28, 2024
2d71d07
Merge branch 'raysan5:master' into pure
ColleagueRiley Nov 28, 2024
9ecd1ce
update RGFW
ColleagueRiley Nov 30, 2024
0760667
use RL_MALLOC for RGFW
ColleagueRiley Dec 1, 2024
2998c0c
update RGFW (fixes xdnd bug)
ColleagueRiley Dec 8, 2024
a00c3d3
fix some formating
ColleagueRiley Dec 11, 2024
48a6b61
Update RGFW
ColleagueRiley Dec 24, 2024
dbfc10c
Merge branch 'master' of https://github.com/raysan5/raylib into pure
ColleagueRiley Dec 24, 2024
3bb5602
update RGFW
ColleagueRiley Dec 24, 2024
e21aa1e
undo change
ColleagueRiley Dec 24, 2024
15135bb
undo change
ColleagueRiley Dec 24, 2024
26b0d64
undo change
ColleagueRiley Dec 24, 2024
a32a5b8
undo change
ColleagueRiley Dec 24, 2024
e75de4b
have .scroll be 0 by default
ColleagueRiley Dec 24, 2024
6b23824
Merge branch 'raysan5:master' into pure
ColleagueRiley Jan 11, 2025
77026b5
update RGFW
ColleagueRiley Jan 12, 2025
5965f6f
update RGFW
ColleagueRiley Jan 12, 2025
5eeec91
update RGFW
ColleagueRiley Jan 13, 2025
3a12de6
Merge branch 'raysan5:master' into pure
ColleagueRiley Jan 14, 2025
8f33d6d
fix year
ColleagueRiley Jan 14, 2025
e966059
Merge branch 'pure' of https://github.com/ColleagueRiley/raylib into …
ColleagueRiley Jan 14, 2025
2e66463
fix wasm key event bug
ColleagueRiley Jan 14, 2025
f6d21c2
Merge branch 'raysan5:master' into pure
ColleagueRiley Feb 6, 2025
50dbd15
update RGFW
ColleagueRiley Feb 21, 2025
04b0db2
Merge branch 'raysan5:master' into pure
ColleagueRiley Feb 21, 2025
2fc6ee6
link to IOKit
ColleagueRiley Feb 21, 2025
f6375d2
Merge branch 'pure' of https://github.com/ColleagueRiley/raylib into …
ColleagueRiley Feb 21, 2025
c09f195
update
ColleagueRiley Feb 21, 2025
9a8bcbe
update RGFW to 1.6
ColleagueRiley Feb 25, 2025
3dede82
Merge branch 'master' of https://github.com/raysan5/raylib into pure
ColleagueRiley Feb 25, 2025
dc24c97
merge
ColleagueRiley Feb 25, 2025
69e3eb4
merge
ColleagueRiley Feb 25, 2025
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26 changes: 9 additions & 17 deletions .github/workflows/windows.yml
Original file line number Diff line number Diff line change
Expand Up @@ -28,35 +28,27 @@ jobs:
max-parallel: 1
matrix:
compiler: [mingw-w64, msvc16]
ziptarget: [ win32, win64, winarm64 ]
bits: [32, 64]
include:
- compiler: mingw-w64
bits: 32
ARCH: "i686"
WINDRES_ARCH: pe-i386
ziptarget: "win32"
- compiler: mingw-w64
bits: 64
ARCH: "x86_64"
WINDRES_ARCH: pe-x86-64
ziptarget: "win64"
- compiler: msvc16
bits: 32
ARCH: "x86"
VSARCHPATH: "Win32"
ziptarget: "win32"
- compiler: msvc16
bits: 64
ARCH: "x64"
VSARCHPATH: "x64"
ziptarget: "win64"
- compiler: msvc16
ARCH: "ARM64"
VSARCHPATH: "ARM64"
ziptarget: "winarm64"
exclude:
- compiler: mingw-w64
ziptarget: winarm64 # We don't build arm64 with mingw-w64 yet


env:
RELEASE_NAME: raylib-dev_${{ matrix.ziptarget }}_${{ matrix.compiler }}
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
GNUTARGET: default

steps:
Expand All @@ -65,7 +57,7 @@ jobs:

- name: Setup Release Version
run: |
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_${{ matrix.ziptarget }}_${{ matrix.compiler }}" >> $GITHUB_ENV
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_win${{ matrix.bits }}_${{ matrix.compiler }}" >> $GITHUB_ENV
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'

Expand Down Expand Up @@ -98,7 +90,7 @@ jobs:
shell: cmd
if: |
matrix.compiler == 'mingw-w64' &&
matrix.arch == 'i686'
matrix.bits == 32

- name: Build Library (MinGW-w64 64bit)
run: |
Expand All @@ -113,7 +105,7 @@ jobs:
shell: cmd
if: |
matrix.compiler == 'mingw-w64' &&
matrix.arch == 'x86_64'
matrix.bits == 64

- name: Build Library (MSVC16)
run: |
Expand Down
2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ include(CompilerFlags)
# Registers build options that are exposed to cmake
include(CMakeOptions.txt)

if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM")
if (UNIX AND NOT APPLE)
if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11)
MESSAGE(FATAL_ERROR "Cannot disable both Wayland and X11")
endif()
Expand Down
3 changes: 3 additions & 0 deletions examples/Makefile
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,7 @@ 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
Expand Down Expand Up @@ -548,6 +549,7 @@ SHAPES = \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights


TEXTURES = \
textures/textures_background_scrolling \
textures/textures_blend_modes \
Expand Down Expand Up @@ -664,6 +666,7 @@ ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW)
OTHERS += others/rlgl_standalone
endif


CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))

# Define processes to execute
Expand Down
2 changes: 1 addition & 1 deletion examples/core/resources/distortion100.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;
Expand Down
2 changes: 1 addition & 1 deletion examples/core/resources/distortion330.fs
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ out vec3 fragPosition;
out vec4 fragColor;
out vec3 fragNormal;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ precision mediump float;
// Input uniform values
uniform vec4 color;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
uniform mat4 mvp;
uniform float currentTime;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ uniform vec4 color;
// Output fragment color
out vec4 finalColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ in vec3 vertexPosition;
uniform mat4 mvp;
uniform float currentTime;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/base.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/base.vs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/bloom.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/blur.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/depth.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; // Depth texture
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/dream_vision.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/fisheye.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

const float PI = 3.1415926535;

Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/fog.fs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/grayscale.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/lighting.fs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/lighting.vs
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/lightmap.vs
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec4 fragColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/mask.fs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/pixelizer.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

float gamma = 0.6;
float numColors = 8.0;
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/predator.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/scanlines.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

float offset = 0.0;
float frequency = 450.0/3.0;
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/sobel.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables
vec2 resolution = vec2(800.0, 450.0);

void main()
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/swirl.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl100/tiling.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables
uniform vec2 tiling;

void main()
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl120/base.fs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables
uniform vec2 resolution = vec2(800, 450);

void main()
Expand Down
2 changes: 1 addition & 1 deletion examples/shaders/resources/shaders/glsl120/base.vs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;

// NOTE: Add your custom variables here
// NOTE: Add here your custom variables

void main()
{
Expand Down
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