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10 Commits

Author SHA1 Message Date
Jeffery Myers 8073c2af18 default to a size that works on 720p monitors 2026-03-31 10:01:22 -07:00
Jeffery Myers a8458007cd make release and clean tasks show up in the VSCode build tasks list.
Add bat for MSVC 2026
Make README.md direct to 2026
2026-03-31 08:53:20 -07:00
Jeffery Myers b32f9edd5f use correct software define 2026-03-23 15:45:13 -07:00
Jeffery Myers cd3340ce57 build in the root, so that vscode can find the files 2026-02-25 13:54:12 -08:00
Jeffery Myers 4cf96e771f add info about software render target 2026-01-13 11:47:28 -08:00
Jeffery Myers 759d3ff61a better filters for game and app resources 2026-01-07 18:49:51 -08:00
Jeffery Myers 3f4dfdc483 remove exe from common launch commands and let each platform define it's own 2026-01-07 08:53:30 -08:00
Jeffery Myers c8e40f3845 Revise license section in README.md
Updated license information to reflect CC0 1.0.
2026-01-06 16:34:47 -08:00
Peter0x44 8853ece16a Update README.md 2026-01-06 23:18:43 +00:00
Jeffery Myers 75d4e7fc9f add debug task that does not regenerate the makefile 2025-12-11 09:52:03 -08:00
7 changed files with 85 additions and 30 deletions
+1
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@@ -405,3 +405,4 @@ Makefile
*.swp
*.swo
*.swn
/build/compile_commands.json
+34 -4
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@@ -8,7 +8,6 @@
"name": "Debug",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
@@ -23,7 +22,8 @@
}
],
"windows": {
"miDebuggerPath": "gdb.exe",
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"miDebuggerPath": "gdb.exe"
},
"osx": {
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}",
@@ -36,7 +36,38 @@
"preLaunchTask": "build debug"
},
{
"name": "Run",
"name": "Debug NoPremake",
"type": "cppdbg",
"request": "launch",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": false
}
],
"windows": {
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"miDebuggerPath": "gdb.exe"
},
"osx": {
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}",
"MIMode": "lldb"
},
"linux": {
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}",
"miDebuggerPath": "/usr/bin/gdb",
},
"preLaunchTask": "build debug no premake"
},
{
"name": "Run Release",
"type": "cppdbg",
"request": "launch",
"args": [],
@@ -44,7 +75,6 @@
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"program": "${workspaceFolder}/bin/Release/${workspaceFolderBasename}.exe",
"MIMode": "gdb",
"windows": {
"program": "${workspaceFolder}/bin/Release/${workspaceFolderBasename}.exe",
+28 -2
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@@ -24,6 +24,26 @@
],
"dependsOn":["UpdateMake"]
},
{
"label": "build debug no premake",
"type": "process",
"command": "make",
"windows": {
"command": "mingw32-make.exe",
},
"osx": {
"args": [
"config=debug_arm64"
],
},
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": [
"$gcc"
]
},
{
"label": "build release",
"type": "process",
@@ -44,7 +64,10 @@
"config=release_arm64"
],
},
"group": "build",
"group": {
"kind": "build",
"isDefault": false
},
"problemMatcher": [
"$gcc"
],
@@ -70,7 +93,10 @@
"clean"
],
},
"group": "build",
"group": {
"kind": "build",
"isDefault": false
},
"problemMatcher": [
"$gcc"
],
+12 -19
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@@ -10,7 +10,7 @@ Once you have downloaded the template, rename it to your project name.
or
Clone the repository with git, form the url
Clone the repository with git, from the url
```
https://github.com/raylib-extras/raylib-quickstart.git
```
@@ -68,10 +68,10 @@ To your path environment variable so that the compiler that came with raylib can
DO NOT INSTALL ANOTHER MinGW-W64 from another source such as msys2, you don't need it.
## Microsoft Visual Studio
## Microsoft Visual Studio 2026
* Rename the folder to your game name
* Run `build-VisualStudio2022.bat`
* double click the `.sln` file that is generated
* Run `build-VisualStudio2026.bat`
* double click the `.slnx` file that is generated
* develop your game
* you are good to go
@@ -121,6 +121,13 @@ If you need to build for a different OpenGL version than the default (OpenGL 3.3
## For OpenGLES 3.0
`--graphics=opengles3`
## For Software Rendering
`--graphics=software`
*Note*
Sofware rendering does not work with glfw, use Win32 or SDL platforms
`--backend=win32`
# Adding External Libraries
Quickstart is intentionally minimal — it only includes what is required to compile and run a basic raylib project.
@@ -150,19 +157,5 @@ Different libraries will have different dependencies on different platforms.
# License
Copyright (c) 2020-2025 Jeffery Myers
Raylib-Quickstart by Jeffery Myers is marked with CC0 1.0. To view a copy of this license, visit https://creativecommons.org/publicdomain/zero/1.0/
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.
+3
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@@ -0,0 +1,3 @@
cd build
premake5.exe vs2026 || pause
cd ../
+6 -4
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@@ -101,7 +101,7 @@ function platform_defines()
defines{"GRAPHICS_API_OPENGL_ES2"}
filter {"options:graphics=software"}
defines{"GRAPHICS_API_OPENGL_11_SOFTWARE"}
defines{"GRAPHICS_API_OPENGL_SOFTWARE"}
filter {"system:macosx"}
disablewarnings {"deprecated-declarations"}
@@ -170,7 +170,7 @@ if (downloadRaylib) then
project (workspaceName)
kind "ConsoleApp"
location "build_files/"
location "../"
targetdir "../bin/%{cfg.buildcfg}"
filter {"system:windows", "configurations:Release", "action:gmake*"}
@@ -192,13 +192,15 @@ if (downloadRaylib) then
{
["Header Files/*"] = { "../include/**.h", "../include/**.hpp", "../src/**.h", "../src/**.hpp"},
["Source Files/*"] = {"../src/**.c", "src/**.cpp"},
["Windows Resource Files/*"] = {"../src/**.rc", "src/**.ico"},
["Windows Resource Files/*"] = {"../src/**.rc", "../src/**.ico"},
["Game Resource Files/*"] = {"../resources/**"},
}
files {"../src/**.c", "../src/**.cpp", "../src/**.h", "../src/**.hpp", "../include/**.h", "../include/**.hpp"}
filter {"system:windows", "action:vs*"}
files {"../src/*.rc", "../src/*.ico"}
files {"../resources/**"}
filter{}
@@ -247,7 +249,7 @@ if (downloadRaylib) then
platform_defines()
location "build_files/"
location "../"
language "C"
targetdir "../bin/%{cfg.buildcfg}"
+1 -1
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@@ -17,7 +17,7 @@ int main ()
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
// Create the window and OpenGL context
InitWindow(1280, 800, "Hello Raylib");
InitWindow(800, 600, "Hello Raylib");
// Utility function from resource_dir.h to find the resources folder and set it as the current working directory so we can load from it
SearchAndSetResourceDir("resources");