Index: README.TXT
===================================================================
--- README.TXT	(revision 1200)
+++ README.TXT	(revision 1201)
@@ -2,7 +2,28 @@
 
 Thoses projects are used in Win32 Sdk, but sometine need to be updated.
 
-For Linux projets.
+You can use thoses project under linux too.
 
+For Linux users.
+
 Run ./configure before using projects and complete dependency checks.
 
+Needed packages (Kubuntu 2015)
+
+bison flex libxml2-dev freeglut3-dev libxinerama-dev libglew-dev libjpeg-dev libpng12-dev libcurl4-openssl-dev libalut-dev libogg-dev libvorbis-dev libv4l-dev
+
+Needed directory structure :
+
+.
++-- bin
++-- raydium //(Original Raydium directory)
++-- tests //(Copy project files here)
+    +-- obj
define RAYDIUM_NETWORK_MODE_SERVER   2
%%

Here, we can find network port declaration (Raydium will use only one
port, allowing easy port forwarding management, if needed), default timeout
(unit: second), and the three mode possible for a Raydium application.

But there is also two other very important defines: packet size
(unit: byte) and max number of clients.. This is important because
Raydium uses UDP sockets, and UDP sockets required fixed
length packets, and as you need to set packet size as small as possible
(for obvious speed reasons), you must calculate your maximum
information packet size (players position, for example), multiply
it by ##RAYDIUM_NETWORK_MAX_CLIENTS##,and add ##RAYDIUM_NETWORK_PACKET_OFFSET##
wich represent the required header of the packet.

It's more easy than it seems, look:
//
My game will support 8 players.
I will send players state with 3 floats (x,y,z).
My packet size must be: 8*3*sizeof(float)+RAYDIUM_NETWORK_PACKET_OFFSET = 100 bytes.
//
Please, do not change packet offset size, since Raydium will use it
for packet header.

%%(c)
#define RAYDIUM_NETWORK_DATA_OK     1
#define RAYDIUM_NETWORK_DATA_NONE   0
#define RAYDIUM_NETWORK_DATA_ERROR -1
%%

This three defines are used as network functions result:

%%(c)
if(raydium_network_read_flushed(&id,&type,buff)==RAYDIUM_NETWORK_DATA_OK)
{
...
%%

%%(c) #define RAYDIUM_NETWORK_PACKET_BASE 20 %%

In most network functions, you will find a "type" argument, used to
determine packet goal. This type is 8 bits long (256 possible values),
but Raydium is already using some of them. So you can use
##RAYDIUM_NETWORK_PACKET_BASE## as a base for your own types:

%%(c)
#define NORMAL_DATA RAYDIUM_NETWORK_PACKET_BASE
#define BALL_TAKEN (NORMAL_DATA+1)
#define SCORE_INFO (NORMAL_DATA+2)
#define HORN (NORMAL_DATA+3)
...
%%

===Variables:===

Your own player id (0<= id < RAYDIUM_NETWORK_MAX_CLIENTS),
read only: ##int raydium_network_uid;##
Special value "-1" means that you're not connected (see below).

Current network mode (none, client, server),
read only: ##signed char raydium_network_mode;##

Boolean used to determine client state (connected or not), read only:
##signed char raydium_network_client[RAYDIUM_NETWORK_MAX_CLIENTS];##

example:
%%(c)
if(raydium_network_client[4])
    draw_player(4);
%%

Can be used by a server to send data to his clients. Read only:
##struct sockaddr raydium_network_client_addr[RAYDIUM_NETWORK_MAX_CLIENTS];##

Players names, read only:
##char raydium_network_name[RAYDIUM_NETWORK_MAX_CLIENTS][RAYDIUM_MAX_NAME_LEN];##

##OnConnect## and ##OnDisconnect## events (server only):
##void * raydium_network_on_connect;
void * raydium_network_on_disconnect;##

You can place your owns callbacks (##void(int)##) on these events, as in
this example:

%%(c)
void new_client(int client)
{
raydium_log("New player: %s", raydium_network_nameclient);
}

...

int main(int argc, char **argv)
{
...
raydium_network_on_connect=new_client;
...
%%
**/

// Reliablility versus Speed
/**
As explained above, Raydium is using UDP network packets, and as
you may know, UDP is not a reliable protocol, aiming speed before all.
This system is interesting for sending non-sensible data,rayapi int raydium_gui_label_write(int window, int widget, char *str);
/**
Internal use. Label write accessor.
**/

__rayapi int raydium_gui_track_read(int window, int widget, char *str);
/**
Internal use. Track read accessor.
**/

__rayapi int raydium_gui_track_write(int window, int widget, int value);
/**
Internal use. Track write accessor.
**/

__rayapi int raydium_gui_edit_read(int window, int widget, char *str);
/**
Internal use. Edit read accessor.
**/

__rayapi int raydium_gui_edit_write(int window, int widget, char *str);
/**
Internal use. Edit write accessor.
**/

__rayapi int raydium_gui_check_read(int window, int widget, char *str);
/**
Internal use. Check read accessor.
**/

__rayapi int raydium_gui_check_write(int window, int widget, int value);
/**
Internal use. Check write accessor.
**/

__rayapi int raydium_gui_combo_read(int window, int widget, char *str);
/**
Internal use. Combo read accessor.
**/

__rayapi int raydium_gui_combo_write(int window, int widget, int value);
/**
Internal use. Combo write accessor.
**/

__rayapi int raydium_gui_zone_read(int window, int widget, char *str);
/**
Internal use. Zone read accessor.
**/

__rayapi void raydium_gui_show(void);
/**
Will show current built GUI.
**/

__rayapi void raydium_gui_hide(void);
/**
Will hide current built GUI. This is the default state.
**/

__rayapi signed char raydium_gui_isvisible(void);
/**
Will return current visibility of GUI.
**/

__rayapi void raydium_gui_window_delete(int window);
/**
Will delete ##window##. No further access to widgets is possible.
**/

__rayapi void raydium_gui_window_delete_name(char *window);
/**
Same as above, but using ##window##'s name.
**/

__rayapi void raydium_gui_widget_sizes(GLfloat sizex, GLfloat sizey, GLfloat font_size);
/**
Each widget is created using 3 size: X size, Y size and font size. This
function will allow you to set all sizes for a widget or a group of widget.
Unit: percents (screen)
**/

__rayapi int raydium_gui_window_create(char *name, GLfloat px, GLfloat py, GLfloat sizex, GLfloat sizey);
/**
Obviously, this function will create a new window. This window will take focus
and overlap any previous window.
##px## and ##py## for X and Y position on the screen, and ##sizex## and ##sizey##
for sizes, obviously.
Unit: percents (screen)
**/

__rayapi int raydium_gui_internal_object_create(char *name, int window, signed char type, GLfloat px, GLfloat py, GLfloat sizex, GLfloat sizey, GLfloat font_size);
/**
Internal use.
Small (and ugly) tip: you can build many widgets with the same name, prefixing
the name with '*'.
**/

__rayapi int raydium_gui_button_create(char *name, int window,  GLfloat px, GLfloat py, char *caption, void *OnClick);
/**
This function will create a new button, with ##name## and with ##window## for
parent.
You need to provide a ##caption## ("title") and a OnClick callback function.
This callback must follow this prototype:
%%(c)void btnButtonClick(raydium_gui_Object *w)%%
You can find ##raydium_gui_Object## structure declaration in ##raydium/gui.h##,
if needed.

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_button_create_simple(char *name, int window,  GLfloat px, GLfloat py, char *caption);
/**
Same as above, but no OnClick callback function is asked. This type of button
is "readable" thru ##raydium_gui_button_clicked()##.
**/


__rayapi int raydium_gui_label_create(char *name, int window,  GLfloat px, GLfloat py, char *caption, GLfloat r, GLfloat g, GLfloat b);
/**
This function will create a new label, with ##name## and with ##window## for
parent.
You need to provide a ##caption## ("title") and an RGB color (0..1 interval)

Text is center on the given position. If you want to align the text on the
left, start the caption with the character '<'. (this char will not be
displayed)

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_track_create(char *name, int window,  GLfloat px, GLfloat py, int min, int max, int current);
/**
This function will create a new trackbar, with ##name## and with ##window## for
parent.
You need to provide a ##min## interger value, a ##max## and ##current## value.

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_edit_create(char *name, int window,  GLfloat px, GLfloat py, char *default_text);
/**
This function will create a new edit box, with ##name## and with ##window##
for parent.
You may provide a default text (or an empty string), if needed. Unless all
others Raydium's data, max string length is ##RAYDIUM_GUI_DATASIZE## and
not ##RAYDIUM_MAX_NAME_LEN##, since this component may handle bigger strings.
See ##raydium/gui.h## for more informations.

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_check_create(char *name, int window,  GLfloat px, GLfloat py, char *caption, signed char checked);
/**
This function will create a new check box, with ##name## and with ##window##
for parent.
You need to provide a ##caption## ("title") and a boolean state (checked or not).

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_combo_create(char *name, int window,  GLfloat px, GLfloat py, char *items, int current);
/**
This function will create a new edit box, with ##name## and with ##window##
for parent.
##items## is a string, using '\n' as a separator. It's allowed to create an
empty item.
##current## is the default selected item in ##items##. (first = 0)
Unless all others Raydium's data, max string length is ##RAYDIUM_GUI_DATASIZE##
and not ##RAYDIUM_MAX_NAME_LEN##, since this component may handle bigger
strings. See ##raydium/gui.h## for more informations.

Unit for position (##px## and ##py##): percents (**window**)
**/

__rayapi int raydium_gui_zone_create(char *name, int window,  GLfloat px, GLfloat py, GLfloat sx, GLfloat sy, int tag, void *OnClick);
/**
This function will create a "zone" with ##name## and with ##window## for
parent. A zone will act like a button, but  will highlight a rectangular area
of the window.

This widget will return its ##tag## when you'll read it, and will
update ##raydium_gui_button_clicked()## value when clicked.

Unit for position/size (##px##, ##py##, ##sx## and ##sy##): percents (**window**)
**/

__rayapi int raydium_gui_read(int window, int widget, char *str);
/**
Use this function to get ##widget##'s state (for ##window##).
This function will always return this information thru two variable:
an integer (returned value) and a string (##str##).
This information is specific to ##widget##'s type (checked or not for a
checkbox, current choice for a combo, current string for an edit box, ...)
Please, note ##str## must be allocated before function call. This is also
the case for PHP scripts, where you should use reference:
%%(php)
$str=""; // create variable
$val=raydium_gui_read_name("main","track",&$str);
echo "value=$val, string='$str'";
%%
**/

__rayapi int raydium_gui_read_name(char *window, char *widget, char *str);
/**
Same as above, but ##window## and ##widget## are resolved thru names, and
not numeric id.
**/

__rayapi int raydium_gui_read_widget(raydium_gui_Object *w, char *str);
/**
Same as ##raydium_gui_read()##, but using a ##raydium_gui_Object## pointer.
Useful for button callbacks, for example.
**/

__rayapi signed char raydium_gui_write(int window, int widget, char *str, int value);
/**
With this function, you can change the value of a ##widget## on a ##window##.
- With buttons, you must use ##str## to change caption.
- With labels, you must use ##str## to change caption.
- With tracks, you must use ##value## to change the current value.
- With edits, you must use ##str## to change text.
- With checks, you must use ##value##: ##1## means "checked", ##0## "unchecked".
- With combos, you must use ##value## as an ID to change witch entry is selected.

Returns 1 when all is OK, 0 when it fails and -1 when nothing was changed.
**/

__rayapi int raydium_gui_write_name(char *window, char *widget, char *str, int value);
/**
Same as above, but ##window## and ##widget## are resolved to names, and
not numeric id.
**/

__rayapi int raydium_gui_button_clicked(void);
/**
This function will return the id of the last clicked button,
or -1 if none were clicked.
The id is built like this : ##window * 1000 + widget_id##
Usefull for PHP scripts, since it's not possible to create callback for
buttons with RayPHP.
**/

__rayapi int raydium_gui_list_id(char *item, char *list);
/**
This function will return ##item##'s id in ##list##. Returns -1 if not found.
Useful for combo index, for example.
**/

__rayapi void raydium_gui_widget_focus(int widget, int window);
/**
Sets focus on ##widget## for ##window##.
**/

__rayapi void raydium_gui_widget_focus_name(char *widget, char *window);
/**
Same as above, but using widget and window names
**/

#endif
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			<Option target="DebugDLL_OdeDebug" />
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		<Unit filename="../raydium/raydium/headers/gui.h">
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		<Unit filename="../raydium/raydium/headers/hdr.h">
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		<Unit filename="../raydium/raydium/headers/joy.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
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			<Option target="ReleaseStaticWin32" />
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		<Unit filename="../raydium/raydium/headers/key.h">
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		<Unit filename="../raydium/raydium/headers/shader.h">
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			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/shadow.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/signal.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/sky.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/sound.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/texture.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/timecall.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/vertex.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/video.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/web.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/headers/window.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/index.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/live.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/main.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/network.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/ode.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/particle2.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/path.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/shader.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/shadow.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/video.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/raydium/web.h">
			<Option target="DebugDLL" />
			<Option target="ReleaseDLL" />
			<Option target="DebugStaticWin32" />
			<Option target="ReleaseStaticWin32" />
			<Option target="DebugFullStatic" />
			<Option target="ReleaseFullStatic" />
			<Option target="DebugDLL_OdeDebug" />
		</Unit>
		<Unit filename="../raydium/test6.c">
			<Option compilerVar="CC" />
		</Unit>
		<Extensions>
			<code_completion />
			<envvars />
			<debugger />
		</Extensions>
	</Project>
</CodeBlocks_project_file>