add simple example, add protocol docs

This commit is contained in:
zongor 2023-09-03 18:29:47 -04:00
parent c220c2ec78
commit 2d40445ee3
4 changed files with 412 additions and 23 deletions

3
.gitignore vendored
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@ -4,4 +4,5 @@ a.out
*.mod
*.log
build/
build/
fortran/client/client

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@ -0,0 +1,31 @@
# game protocol
This is the definition for all of the messages to be sent between client and server to do all the actions.
* Action
- login
- logs the user in
- broadcast to all other clients that user logged in
- schema
- username: string
- appearance: string
- x_pos: float
- y_pos: float
- logout
- logs the user out
- broadcast to all other connected clients that user has logged out
- schema
- username: string
- move
- send to server
- server sends movement to all connected clients for that user
- schema
- username: string
- x_pos: float
- y_pos: float
- chat
- send message to server
- chat broadcast to all other connected clients
- schema
- username: string
- message: string

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@ -3,43 +3,84 @@ program main
use raylib
implicit none
integer(c_int) :: screenWidth = 800
integer(c_int) :: screenHeight = 450
integer(c_int) :: screen_width = 800
integer(c_int) :: screen_height = 450
type(camera3d), target :: camera
type(c_ptr) :: camera_p
type(vector3) :: npc_position
type(vector3) :: player_position
real(c_float) :: npc_dir
call init_window(screenWidth, screenHeight, "fortran client : raylib"//c_null_char)
!
! implement a login and logout screen
! https://www.raylib.com/examples/core/loader.html?name=core_basic_screen_manager
! https://www.raylib.com/examples/text/loader.html?name=text_input_box
!
camera%position = vector3(0.0_c_float, 2.0_c_float, 4.0_c_float) !Camera position
camera%target = vector3(0.0_c_float, 2.0_c_float, 0.0_c_float) !Camera looking at point
camera%up = vector3(0.0_c_float, -1.0_c_float, 0.0_c_float) !Camera up vector(rotation towards target)
camera%fovy = 60.0_c_float !Camera field - of - view Y
call init_window(screen_width, screen_height, "fortran client : raylib"//c_null_char)
player_position = vector3( 0.0_c_float, 1.0_c_float, 2.0_c_float )
npc_position = vector3( -4.0_c_float, 1.0_c_float, 0.0_c_float )
npc_dir = 0.1_c_float
camera%position = vector3(0.0_c_float, 10.0_c_float, 10.0_c_float) !Camera position
camera%target = vector3(0.0_c_float, 0.0_c_float, 0.0_c_float) !Camera looking at point
camera%up = vector3(0.0_c_float, 1.0_c_float, 0.0_c_float) !Camera up vector(rotation towards target)
camera%fovy = 45.0_c_float !Camera field - of - view Y
camera%projection = CAMERA_PERSPECTIVE !Camera projection type
camera_p = c_loc(camera)
call disable_cursor()
call set_target_fps(60_c_int)
!Main game loop
do while (.not. window_should_close()) ! Detect window close button or ESC key
call update_camera(camera_p, CAMERA_THIRD_PERSON) ! Update camera
if (is_key_down(KEY_RIGHT)) then
player_position%x = player_position%x + 0.2_c_float
else if (is_key_down(KEY_LEFT)) then
player_position%x = player_position%x - 0.2_c_float
else if (is_key_down(KEY_DOWN)) then
player_position%z = player_position%z + 0.2_c_float
else if (is_key_down(KEY_UP)) then
player_position%z = player_position%z - 0.2_c_float
end if
camera%position%x = player_position%x
camera%position%y = player_position%y + 10.0_c_float
camera%position%z = player_position%z + 10.0_c_float
camera%target%x = player_position%x
camera%target%y = player_position%y
camera%target%z = player_position%z
if (npc_position%x < -10) then
npc_dir = 0.1_c_float
else if (npc_position%x > 10) then
npc_dir = -0.1_c_float
end if
npc_position%x = npc_position%x + npc_dir
!
! implement a user input for texting
! https://www.raylib.com/examples/text/loader.html?name=text_input_box
!
call begin_drawing()
call clear_background(RAYWHITE)
call clear_background(RAYWHITE)
call begin_mode_3d(camera)
call draw_plane(vector3(0.0_c_float, 0.0_c_float, 0.0_c_float), vector2(32.0_c_float, 32.0_c_float), LIGHTGRAY) !Draw ground
call draw_cube(vector3(-16.0_c_float, 2.5_c_float, 0.0_c_float), 1.0_c_float, 5.0_c_float, 32.0_c_float, BLUE) !Draw a blue wall
call draw_cube(vector3(16.0_c_float, 2.5_c_float, 0.0_c_float), 1.0_c_float, 5.0_c_float, 32.0_c_float, LIME) !Draw a green wall
call draw_cube(vector3(0.0_c_float, 2.5_c_float, 16.0_c_float), 32.0_c_float, 5.0_c_float, 1.0_c_float, GOLD) !Draw a yellow wall
call begin_mode_3d(camera)
! Draw floor
call draw_grid(30_c_int, 1.0_c_float)
!Draw player cube
call draw_cube(camera%target, 0.5_c_float, 0.5_c_float, 0.5_c_float, PURPLE)
call draw_cube_wires(camera%target, 0.5_c_float, 0.5_c_float, 0.5_c_float, DARKPURPLE)
call end_mode_3d()
! Draw user & others text over them
! https://www.raylib.com/examples/text/loader.html?name=text_draw_3d
!Draw npc cube
call draw_cube(npc_position, 0.5_c_float, 0.5_c_float, 0.5_c_float, GRAY)
call draw_cube_wires(npc_position, 0.5_c_float, 0.5_c_float, 0.5_c_float, DARKGRAY)
!Draw player cube
call draw_cube(player_position, 0.5_c_float, 0.5_c_float, 0.5_c_float, PURPLE)
call draw_cube_wires(player_position, 0.5_c_float, 0.5_c_float, 0.5_c_float, DARKPURPLE)
call end_mode_3d()
call end_drawing()
end do

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@ -55,6 +55,287 @@ module raylib
integer(c_int) :: projection
end type
! Keyboard keys
integer(c_int) :: KEY_NULL = 0
! Alphanumeric keys
integer(c_int) :: KEY_APOSTROPHE = 39
integer(c_int) :: KEY_COMMA = 44
integer(c_int) :: KEY_MINUS = 45
integer(c_int) :: KEY_PERIOD = 46
integer(c_int) :: KEY_SLASH = 47
integer(c_int) :: KEY_ZERO = 48
integer(c_int) :: KEY_ONE = 49
integer(c_int) :: KEY_TWO = 50
integer(c_int) :: KEY_THREE = 51
integer(c_int) :: KEY_FOUR = 52
integer(c_int) :: KEY_FIVE = 53
integer(c_int) :: KEY_SIX = 54
integer(c_int) :: KEY_SEVEN = 55
integer(c_int) :: KEY_EIGHT = 56
integer(c_int) :: KEY_NINE = 57
integer(c_int) :: KEY_SEMICOLON = 59
integer(c_int) :: KEY_EQUAL = 61
integer(c_int) :: KEY_A = 65
integer(c_int) :: KEY_B = 66
integer(c_int) :: KEY_C = 67
integer(c_int) :: KEY_D = 68
integer(c_int) :: KEY_E = 69
integer(c_int) :: KEY_F = 70
integer(c_int) :: KEY_G = 71
integer(c_int) :: KEY_H = 72
integer(c_int) :: KEY_I = 73
integer(c_int) :: KEY_J = 74
integer(c_int) :: KEY_K = 75
integer(c_int) :: KEY_L = 76
integer(c_int) :: KEY_M = 77
integer(c_int) :: KEY_N = 78
integer(c_int) :: KEY_O = 79
integer(c_int) :: KEY_P = 80
integer(c_int) :: KEY_Q = 81
integer(c_int) :: KEY_R = 82
integer(c_int) :: KEY_S = 83
integer(c_int) :: KEY_T = 84
integer(c_int) :: KEY_U = 85
integer(c_int) :: KEY_V = 86
integer(c_int) :: KEY_W = 87
integer(c_int) :: KEY_X = 88
integer(c_int) :: KEY_Y = 89
integer(c_int) :: KEY_Z = 90
! Function keys
integer(c_int) :: KEY_SPACE = 32
integer(c_int) :: KEY_ESCAPE = 256
integer(c_int) :: KEY_ENTER = 257
integer(c_int) :: KEY_TAB = 258
integer(c_int) :: KEY_BACKSPACE = 259
integer(c_int) :: KEY_INSERT = 260
integer(c_int) :: KEY_DELETE = 261
integer(c_int) :: KEY_RIGHT = 262
integer(c_int) :: KEY_LEFT = 263
integer(c_int) :: KEY_DOWN = 264
integer(c_int) :: KEY_UP = 265
integer(c_int) :: KEY_PAGE_UP = 266
integer(c_int) :: KEY_PAGE_DOWN = 267
integer(c_int) :: KEY_HOME = 268
integer(c_int) :: KEY_END = 269
integer(c_int) :: KEY_CAPS_LOCK = 280
integer(c_int) :: KEY_SCROLL_LOCK = 281
integer(c_int) :: KEY_NUM_LOCK = 282
integer(c_int) :: KEY_PRINT_SCREEN = 283
integer(c_int) :: KEY_PAUSE = 284
integer(c_int) :: KEY_F1 = 290
integer(c_int) :: KEY_F2 = 291
integer(c_int) :: KEY_F3 = 292
integer(c_int) :: KEY_F4 = 293
integer(c_int) :: KEY_F5 = 294
integer(c_int) :: KEY_F6 = 295
integer(c_int) :: KEY_F7 = 296
integer(c_int) :: KEY_F8 = 297
integer(c_int) :: KEY_F9 = 298
integer(c_int) :: KEY_F10 = 299
integer(c_int) :: KEY_F11 = 300
integer(c_int) :: KEY_F12 = 301
integer(c_int) :: KEY_LEFT_SHIFT = 340
integer(c_int) :: KEY_LEFT_CONTROL = 341
integer(c_int) :: KEY_LEFT_ALT = 342
integer(c_int) :: KEY_LEFT_SUPER = 343
integer(c_int) :: KEY_RIGHT_SHIFT = 344
integer(c_int) :: KEY_RIGHT_CONTROL = 345
integer(c_int) :: KEY_RIGHT_ALT = 346
integer(c_int) :: KEY_RIGHT_SUPER = 347
integer(c_int) :: KEY_KB_MENU = 348
integer(c_int) :: KEY_LEFT_BRACKET = 91
integer(c_int) :: KEY_BACKSLASH = 92
integer(c_int) :: KEY_RIGHT_BRACKET = 93
integer(c_int) :: KEY_GRAVE = 96
! Keypad keys
integer(c_int) :: KEY_KP_0 = 320
integer(c_int) :: KEY_KP_1 = 321
integer(c_int) :: KEY_KP_2 = 322
integer(c_int) :: KEY_KP_3 = 323
integer(c_int) :: KEY_KP_4 = 324
integer(c_int) :: KEY_KP_5 = 325
integer(c_int) :: KEY_KP_6 = 326
integer(c_int) :: KEY_KP_7 = 327
integer(c_int) :: KEY_KP_8 = 328
integer(c_int) :: KEY_KP_9 = 329
integer(c_int) :: KEY_KP_DECIMAL = 330
integer(c_int) :: KEY_KP_DIVIDE = 331
integer(c_int) :: KEY_KP_MULTIPLY = 332
integer(c_int) :: KEY_KP_SUBTRACT = 333
integer(c_int) :: KEY_KP_ADD = 334
integer(c_int) :: KEY_KP_ENTER = 335
integer(c_int) :: KEY_KP_EQUAL = 336
! Android key buttons
integer(c_int) :: KEY_BACK = 4
integer(c_int) :: KEY_MENU = 82
integer(c_int) :: KEY_VOLUME_UP = 24
integer(c_int) :: KEY_VOLUME_DOWN = 25
! Mouse buttons
integer(c_int) :: MOUSE_LEFT_BUTTON = 0
integer(c_int) :: MOUSE_RIGHT_BUTTON = 1
integer(c_int) :: MOUSE_MIDDLE_BUTTON = 2
! Mouse cursor
integer(c_int) :: MOUSE_CURSOR_DEFAULT = 0
integer(c_int) :: MOUSE_CURSOR_ARROW = 1
integer(c_int) :: MOUSE_CURSOR_IBEAM = 2
integer(c_int) :: MOUSE_CURSOR_CROSSHAIR = 3
integer(c_int) :: MOUSE_CURSOR_POINTING_HAND = 4
integer(c_int) :: MOUSE_CURSOR_RESIZE_EW = 5
integer(c_int) :: MOUSE_CURSOR_RESIZE_NS = 6
integer(c_int) :: MOUSE_CURSOR_RESIZE_NWSE = 7
integer(c_int) :: MOUSE_CURSOR_RESIZE_NESW = 8
integer(c_int) :: MOUSE_CURSOR_RESIZE_ALL = 9
integer(c_int) :: MOUSE_CURSOR_NOT_ALLOWED = 10
! Gamepad buttons
integer(c_int) :: GAMEPAD_BUTTON_UNKNOWN = 0
! This is normally a DPAD
integer(c_int) :: GAMEPAD_BUTTON_LEFT_FACE_UP = 1
integer(c_int) :: GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2
integer(c_int) :: GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3
integer(c_int) :: GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4
! This normally corresponds with PlayStation and Xbox controllers
! XBOX: [Y,X,A,B]
! PS3: [Triangle,Square,Cross,Circle]
! No support for 6 button controllers though..
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_FACE_UP = 5
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8
integer(c_int) :: GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9
integer(c_int) :: GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12
integer(c_int) :: GAMEPAD_BUTTON_MIDDLE_LEFT = 13 ! PS3 Select
integer(c_int) :: GAMEPAD_BUTTON_MIDDLE = 14 ! PS Button/XBOX Button
integer(c_int) :: GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 ! PS3 Start
! These are the joystick press in buttons
integer(c_int) :: GAMEPAD_BUTTON_LEFT_THUMB = 16
integer(c_int) :: GAMEPAD_BUTTON_RIGHT_THUMB = 17
! Gamepad axis
integer(c_int) :: GAMEPAD_AXIS_LEFT_X = 0
integer(c_int) :: GAMEPAD_AXIS_LEFT_Y = 1
integer(c_int) :: GAMEPAD_AXIS_RIGHT_X = 2
integer(c_int) :: GAMEPAD_AXIS_RIGHT_Y = 3
integer(c_int) :: GAMEPAD_AXIS_LEFT_TRIGGER = 4 ! [1..-1] (pressure-level)
integer(c_int) :: GAMEPAD_AXIS_RIGHT_TRIGGER = 5 ! [1..-1] (pressure-level)
! Material map index
integer(c_int) :: MATERIAL_MAP_ALBEDO = 0
integer(c_int) :: MATERIAL_MAP_DIFFUSE = 0 ! same as MATERIAL_MAP_ALBEDO
integer(c_int) :: MATERIAL_MAP_METALNESS = 1
integer(c_int) :: MATERIAL_MAP_SPECULAR = 1 ! same as MATERIAL_MAP_METALNESS
integer(c_int) :: MATERIAL_MAP_NORMAL = 2
integer(c_int) :: MATERIAL_MAP_ROUGHNESS = 3
integer(c_int) :: MATERIAL_MAP_OCCLUSION = 4
integer(c_int) :: MATERIAL_MAP_EMISSION = 5
integer(c_int) :: MATERIAL_MAP_HEIGHT = 6
integer(c_int) :: MATERIAL_MAP_BRDG = 7
integer(c_int) :: MATERIAL_MAP_CUBEMAP = 8 ! NOTE: Uses GL_TEXTURE_CUBE_MAP
integer(c_int) :: MATERIAL_MAP_IRRADIANCE = 9 ! NOTE: Uses GL_TEXTURE_CUBE_MAP
integer(c_int) :: MATERIAL_MAP_PREFILTER = 10 ! NOTE: Uses GL_TEXTURE_CUBE_MAP
! Shader location index
integer(c_int) :: SHADER_LOC_VERTEX_POSITION = 0
integer(c_int) :: SHADER_LOC_VERTEX_TEXCOORD01 = 1
integer(c_int) :: SHADER_LOC_VERTEX_TEXCOORD02 = 2
integer(c_int) :: SHADER_LOC_VERTEX_NORMAL = 3
integer(c_int) :: SHADER_LOC_VERTEX_TANGENT = 4
integer(c_int) :: SHADER_LOC_VERTEX_COLOR = 5
integer(c_int) :: SHADER_LOC_MATRIX_MVP = 6
integer(c_int) :: SHADER_LOC_MATRIX_VIEW = 7
integer(c_int) :: SHADER_LOC_MATRIX_PROJECTION = 8
integer(c_int) :: SHADER_LOC_MATRIX_MODEL = 9
integer(c_int) :: SHADER_LOC_MATRIX_NORMAL = 10
integer(c_int) :: SHADER_LOC_VECTOR_VIEW = 11
integer(c_int) :: SHADER_LOC_COLOR_DIFFUSE = 12
integer(c_int) :: SHADER_LOC_COLOR_SPECULAR = 13
integer(c_int) :: SHADER_LOC_COLOR_AMBIENT = 14
integer(c_int) :: SHADER_LOC_MAP_ALBEDO = 15
integer(c_int) :: SHADER_LOC_MAP_DIFFUSE = 15 ! same as SHADER_LOC_MAP_ALBEDO
integer(c_int) :: SHADER_LOC_MAP_METALNESS = 16
integer(c_int) :: SHADER_LOC_MAP_SPECULAR = 16 ! same as SHADER_LOC_MAP_METALNESS
integer(c_int) :: SHADER_LOC_MAP_NORMAL = 17
integer(c_int) :: SHADER_LOC_MAP_ROUGHNESS = 18
integer(c_int) :: SHADER_LOC_MAP_OCCLUSION = 19
integer(c_int) :: SHADER_LOC_MAP_EMISSION = 20
integer(c_int) :: SHADER_LOC_MAP_HEIGHT = 21
integer(c_int) :: SHADER_LOC_MAP_CUBEMAP = 22
integer(c_int) :: SHADER_LOC_MAP_IRRADIANCE = 23
integer(c_int) :: SHADER_LOC_MAP_PREFILTER = 24
integer(c_int) :: SHADER_LOC_MAP_BRDF = 25
! Shader uniform data type
integer(c_int) :: SHADER_UNIFORM_FLOAT = 0
integer(c_int) :: SHADER_UNIFORM_VEC2 = 1
integer(c_int) :: SHADER_UNIFORM_VEC3 = 2
integer(c_int) :: SHADER_UNIFORM_VEC4 = 3
integer(c_int) :: SHADER_UNIFORM_INT = 4
integer(c_int) :: SHADER_UNIFORM_IVEC2 = 5
integer(c_int) :: SHADER_UNIFORM_IVEC3 = 6
integer(c_int) :: SHADER_UNIFORM_IVEC4 = 7
integer(c_int) :: SHADER_UNIFORM_SAMPLER2D = 8
! Pixel formats
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 ! 8 bit per pixel (no alpha)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 ! 8*2 bpp (2 channels)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 ! 16 bpp
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 ! 24 bpp
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 ! 16 bpp (1 bit alpha)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 ! 16 bpp (4 bit alpha)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 ! 32 bpp
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R32 = 8 ! 32 bpp (1 channel - float)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 ! 32*3 bpp (3 channels - float)
integer(c_int) :: PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 ! 32*4 bpp (4 channels - float)
integer(c_int) :: PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 ! 4 bpp (no alpha)
integer(c_int) :: PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 ! 4 bpp (1 bit alpha)
integer(c_int) :: PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 ! 8 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 ! 8 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 ! 4 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 ! 4 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 ! 8 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 ! 4 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 ! 4 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 ! 8 bpp
integer(c_int) :: PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 ! 2 bpp
! Texture parameters: filter mode
integer(c_int) :: TEXTURE_FILTER_POINT = 0 ! No filter, just pixel aproximation
integer(c_int) :: TEXTURE_FILTER_BILINEAR = 1 ! Linear filtering
integer(c_int) :: TEXTURE_FILTER_TRILINEAR = 2 ! Trilinear filtering (linear with mipmaps)
integer(c_int) :: TEXTURE_FILTER_ANISOTROPIC_4X = 3 ! Anisotropic filtering 4x
integer(c_int) :: TEXTURE_FILTER_ANISOTROPIC_8X = 4 ! Anisotropic filtering 8x
integer(c_int) :: TEXTURE_FILTER_ANISOTROPIC_16X = 5 ! Anisotropic filtering 16x
! Texture parameters: wrap mode
integer(c_int) :: TEXTURE_WRAP_REPEAT = 0 ! Repeats texture in tiled mode
integer(c_int) :: TEXTURE_WRAP_CLAMP = 1 ! Clamps texture to edge pixel in tiled mode
integer(c_int) :: TEXTURE_WRAP_MIRROR_REPEAT = 2 ! Mirrors and repeats the texture in tiled mode
integer(c_int) :: TEXTURE_WRAP_MIRROR_CLAMP = 3 ! Mirrors and clamps to border the texture in tiled mode
! Cubemap layouts
integer(c_int) :: CUBEMAP_LAYOUT_AUTO_DETECT = 0 ! Automatically detect layout type
integer(c_int) :: CUBEMAP_LAYOUT_LINE_VERTICAL = 1 ! Layout is defined by a vertical line with faces
integer(c_int) :: CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 ! Layout is defined by an horizontal line with faces
integer(c_int) :: CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 ! Layout is defined by a 3x4 cross with cubemap faces
integer(c_int) :: CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 ! Layout is defined by a 4x3 cross with cubemap faces
integer(c_int) :: CUBEMAP_LAYOUT_PANORAMA = 5 ! Layout is defined by a panorama image (equirectangular map)
! Font type, defines generation method
integer(c_int) :: FONT_DEFAULT = 0 ! Default font generation, anti-aliased
integer(c_int) :: FONT_BITMAP = 1 ! Bitmap font generation, no anti-aliasing
integer(c_int) :: FONT_SDF = 2 ! SDF font generation, requires external shader
! Color blending modes (pre-defined)
integer(c_int) :: BLEND_ALPHA = 0 ! Blend textures considering alpha (default)
integer(c_int) :: BLEND_ADDITIVE = 1 ! Blend textures adding colors
integer(c_int) :: BLEND_MULTIPLIED = 2 ! Blend textures multiplying colors
integer(c_int) :: BLEND_ADD_COLORS = 3 ! Blend textures adding colors (alternative)
integer(c_int) :: BLEND_SUBTRACT_COLORS = 4 ! Blend textures subtracting colors (alternative)
integer(c_int) :: BLEND_CUSTOM = 5 ! Belnd textures using custom src/dst factors (use rlSetBlendMode())
! Gestures
integer(c_int) :: GESTURE_NONE = 0
integer(c_int) :: GESTURE_TAP = 1
integer(c_int) :: GESTURE_DOUBLETAP = 2
integer(c_int) :: GESTURE_HOLD = 4
integer(c_int) :: GESTURE_DRAG = 8
integer(c_int) :: GESTURE_SWIPE_RIGHT = 16
integer(c_int) :: GESTURE_SWIPE_LEFT = 32
integer(c_int) :: GESTURE_SWIPE_UP = 64
integer(c_int) :: GESTURE_SWIPE_DOWN = 128
integer(c_int) :: GESTURE_PINCH_IN = 256
integer(c_int) :: GESTURE_PINCH_OUT = 512
!Camera system modes
integer(c_int) :: CAMERA_CUSTOM = 0
integer(c_int) :: CAMERA_FREE = 1
@ -126,6 +407,41 @@ module raylib
subroutine disable_cursor() bind(c, name="DisableCursor")
end subroutine disable_cursor
function is_key_pressed(key) result (res) bind(c, name="IsKeyPressed")
import :: c_int
import :: c_bool
logical(c_bool) :: res
integer(c_int), intent(in), value :: key
end function is_key_pressed
function is_key_down(key) result (res) bind(c, name="IsKeyDown")
import :: c_int
import :: c_bool
logical(c_bool) :: res
integer(c_int), intent(in), value :: key
end function is_key_down
function is_key_released(key) result (res) bind(c, name="IsKeyReleased")
import :: c_int
import :: c_bool
logical(c_bool) :: res
integer(c_int), intent(in), value :: key
end function is_key_released
function is_key_up(key) result (res) bind(c, name="IsKeyUp")
import :: c_int
import :: c_bool
logical(c_bool) :: res
integer(c_int), intent(in), value :: key
end function is_key_up
subroutine draw_grid(slices, spacing) bind(c, name="DrawGrid")
import :: c_int
import :: c_float
integer(c_int), intent(in), value :: slices
real(c_float), intent(in), value :: spacing
end subroutine draw_grid
subroutine draw_text(text, posX, posY, fontSize, col) bind(c, name="DrawText")
import :: c_int
import :: color