update raylib to 4.5
This commit is contained in:
parent
cbcb0719a6
commit
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60 changed files with 6581 additions and 18340 deletions
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@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raylib v4.2 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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* raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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@ -43,6 +43,7 @@
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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@ -56,7 +57,7 @@
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -113,7 +114,7 @@ typedef struct Vector4 {
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} Vector4;
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// Quaternion, 4 components (Vector4 alias)
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typedef Vector4 Quaternion;
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// Matrix, 4x4 components, column major, OpenGL style, right handed
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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@ -193,7 +194,7 @@ typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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@ -242,7 +243,7 @@ typedef struct Material {
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float params[4]; // Material generic parameters (if required)
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} Material;
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// Transform, vectex transformation data
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// Transform, vertex transformation data
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typedef struct Transform {
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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@ -281,8 +282,8 @@ typedef struct Ray {
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// RayCollision, ray hit information
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typedef struct RayCollision {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 point; // Point of nearest hit
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float distance; // Distance to the nearest hit
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Vector3 point; // Point of the nearest hit
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Vector3 normal; // Surface normal of hit
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} RayCollision;
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// BoundingBox
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@ -515,7 +516,7 @@ typedef enum {
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MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
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MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
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MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
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MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
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MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
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MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
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} MouseButton;
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// Mouse cursor
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@ -529,7 +530,7 @@ typedef enum {
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MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
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MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
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MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
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MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
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MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
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MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
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} MouseCursor;
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// Gamepad buttons
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@ -671,10 +672,10 @@ typedef enum {
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typedef enum {
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CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
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CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
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CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
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CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
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CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
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} CubemapLayout;
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// Font type, defines generation method
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typedef enum {
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@ -690,10 +691,11 @@ typedef enum {
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BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
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BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendMode())
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BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
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BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
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} BlendMode;
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// Gesture
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// NOTE: It could be used as flags to enable only some gestures
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// NOTE: Provided as bit-wise flags to enable only desired gestures
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typedef enum {
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GESTURE_NONE = 0, // No gesture
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GESTURE_TAP = 1, // Tap gesture
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@ -727,7 +729,7 @@ typedef enum {
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NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
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} NPatchLayout;
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// Callbacks to hook some internal functions
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// WARNING: This callbacks are intended for advance users
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// WARNING: These callbacks are intended for advance users
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typedef void (*TraceLogCallback)(int logLevel, const char *text, void * args); // Logging: Redirect trace log messages
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typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
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typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
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@ -758,7 +760,8 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
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void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
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void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
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void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
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void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
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void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
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void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
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// Custom frame control functions
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// NOTE: Those functions are intended for advance users that want full control over the frame processing
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
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void PollInputEvents(void); // Register all input events
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@ -824,6 +827,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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// NOTE: Shader functionality is not available on OpenGL 1.1
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Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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bool IsShaderReady(Shader shader); // Check if a shader is ready
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
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void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
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void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
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void *MemAlloc(int size); // Internal memory allocator
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void *MemRealloc(void *ptr, int size); // Internal memory reallocator
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void *MemAlloc(unsigned int size); // Internal memory allocator
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void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
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void MemFree(void *ptr); // Internal memory free
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void OpenURL(const char *url); // Open URL with default system browser (if available)
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// Set custom callbacks
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@ -866,7 +870,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
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void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
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bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
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bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
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bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
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char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
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void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
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bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: rcamera)
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//------------------------------------------------------------------------------------
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void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera position for selected mode
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void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
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void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
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void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
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//------------------------------------------------------------------------------------
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// Basic Shapes Drawing Functions (Module: shapes)
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//------------------------------------------------------------------------------------
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@ -1010,6 +1010,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
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bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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// Image loading functions
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// NOTE: This functions do not require GPU access
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// NOTE: These functions do not require GPU access
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Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
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Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
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Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
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bool IsImageReady(Image image); // Check if an image is ready
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
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bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
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Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
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Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
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Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
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Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
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Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
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// Image manipulation functions
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
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void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
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void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
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void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
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void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
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void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
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void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
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void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
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void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
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void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
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void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
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void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
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void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
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void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
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void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
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void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
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void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
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void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
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void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
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void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
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Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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bool IsTextureReady(Texture2D texture); // Check if a texture is ready
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
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void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
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// Color/pixel related functions
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Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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int ColorToInt(Color color); // Get hexadecimal value for a Color
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Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
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Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
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Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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Color ColorTint(Color color, Color tint); // Get color multiplied with another color
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Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
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Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
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Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
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Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
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Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
|
||||
Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
||||
Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
||||
bool IsFontReady(Font font); // Check if a font is ready
|
||||
GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
|
||||
Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
||||
void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
|
||||
|
@ -1149,12 +1159,15 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
|
|||
GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
|
||||
Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
|
||||
// Text codepoints management functions (unicode characters)
|
||||
char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
|
||||
void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
|
||||
int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
||||
void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
|
||||
int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
|
||||
int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
||||
char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
|
||||
int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
||||
// Text strings management functions (no UTF-8 strings, only byte chars)
|
||||
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
||||
int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
|
||||
|
@ -1185,8 +1198,6 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
|
|||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
||||
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
|
||||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
||||
|
@ -1194,6 +1205,8 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
|
|||
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
|
||||
void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
|
||||
void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
|
@ -1203,8 +1216,8 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
|
|||
// Model management functions
|
||||
Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
||||
Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
|
||||
bool IsModelReady(Model model); // Check if a model is ready
|
||||
void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||
void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
|
||||
BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
||||
// Model drawing functions
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
|
@ -1239,6 +1252,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
|
|||
// Material loading/unloading functions
|
||||
Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
||||
Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||
bool IsMaterialReady(Material material); // Check if a material is ready
|
||||
void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
||||
void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
|
||||
void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
||||
|
@ -1269,8 +1283,10 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|||
// Wave/Sound loading/unloading functions
|
||||
Wave LoadWave(const char *fileName); // Load wave data from file
|
||||
Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
|
||||
bool IsWaveReady(Wave wave); // Checks if wave data is ready
|
||||
Sound LoadSound(const char *fileName); // Load sound from file
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
||||
bool IsSoundReady(Sound sound); // Checks if a sound is ready
|
||||
void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
||||
void UnloadWave(Wave wave); // Unload wave data
|
||||
void UnloadSound(Sound sound); // Unload sound
|
||||
|
@ -1281,9 +1297,6 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|||
void StopSound(Sound sound); // Stop playing a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
void ResumeSound(Sound sound); // Resume a paused sound
|
||||
void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
|
||||
void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
|
||||
int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
|
||||
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
@ -1296,6 +1309,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|||
// Music management functions
|
||||
Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||
Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
|
||||
bool IsMusicReady(Music music); // Checks if a music stream is ready
|
||||
void UnloadMusicStream(Music music); // Unload music stream
|
||||
void PlayMusicStream(Music music); // Start music playing
|
||||
bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
||||
|
@ -1311,6 +1325,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|||
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
// AudioStream management functions
|
||||
AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
|
||||
bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
|
||||
void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
|
||||
void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
|
||||
bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
|
@ -1325,4 +1340,6 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|||
void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
|
||||
void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
|
||||
void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
|
||||
void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
|
||||
void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
|
||||
void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
|
||||
void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
|
Reference in a new issue