diff --git a/dynamic/test_pyray.py b/dynamic/test_pyray.py index d6f5c1d..44def06 100644 --- a/dynamic/test_pyray.py +++ b/dynamic/test_pyray.py @@ -23,7 +23,7 @@ pr.set_camera_mode(camera, pr.CAMERA_ORBITAL) pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) -rayhit = pr.get_collision_ray_ground(ray, 0) +rayhit = pr.get_ray_collision_ground(ray, 0) print(str(rayhit.position.x)) while not pr.window_should_close(): @@ -39,7 +39,7 @@ while not pr.window_should_close(): pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) - rayhit = pr.get_collision_ray_ground(ray, 0) + rayhit = pr.get_ray_collision_ground(ray, 0) #print(str(rayhit.position.x)) pr.close_window() diff --git a/portable_window.py b/portable_window.py new file mode 100644 index 0000000..b2deeb0 --- /dev/null +++ b/portable_window.py @@ -0,0 +1,49 @@ +from raylib import * +import pyray as pr + +screenWidth = 800 +screenHeight = 600 + +SetConfigFlags(FLAG_WINDOW_UNDECORATED) +InitWindow(screenWidth, screenHeight, b"raygui - portable window") + + +mousePosition = pr.Vector2(0, 0) +windowPosition = pr.Vector2(500, 200 ) +panOffset = mousePosition +dragWindow = False + +SetWindowPosition(int(windowPosition.x), int(windowPosition.y)) + +exitWindow = False + +SetTargetFPS(60) + + +while not exitWindow and not WindowShouldClose(): + + mousePosition = GetMousePosition() + + if IsMouseButtonPressed(MOUSE_LEFT_BUTTON): + if CheckCollisionPointRec(mousePosition, pr.Rectangle(0, 0, screenWidth, 20) ): + dragWindow = True + panOffset = mousePosition + + + + if (dragWindow): + windowPosition.x += (mousePosition.x - panOffset.x) + windowPosition.y += (mousePosition.y - panOffset.y) + if IsMouseButtonReleased(MOUSE_LEFT_BUTTON): + dragWindow = False + + SetWindowPosition(int(windowPosition.x), int(windowPosition.y)) + + + BeginDrawing() + ClearBackground(RAYWHITE) + exitWindow = GuiWindowBox(pr.Rectangle(0, 0, screenWidth, screenHeight) , b"#198# PORTABLE WINDOW") + pr.draw_text(f"Mouse Position: {mousePosition.x} {mousePosition.y}", 10, 40, 10, DARKGRAY) + EndDrawing() + +CloseWindow() \ No newline at end of file diff --git a/raylib-c b/raylib-c index b6c8d34..33ed452 160000 --- a/raylib-c +++ b/raylib-c @@ -1 +1 @@ -Subproject commit b6c8d343dca2ef19c23c50975328a028124cf3cb +Subproject commit 33ed452439a6b28a39f190714e18ee5dcb2e7673 diff --git a/raylib/build.py b/raylib/build.py index 91e8e0e..c37caf2 100644 --- a/raylib/build.py +++ b/raylib/build.py @@ -27,9 +27,16 @@ ffibuilder = FFI() def build_linux(): print("BUILDING FOR LINUX") ffibuilder.cdef(open("raylib/raylib_modified.h").read().replace('RLAPI ', '')) + ffibuilder.cdef(open("raylib/raygui_modified.h").read().replace('RAYGUIDEF ', '')) + ffibuilder.cdef(open("raylib/physac_modified.h").read().replace('PHYSACDEF ', '')) ffibuilder.set_source("raylib._raylib_cffi", """ #include "raylib.h" + #define RAYGUI_IMPLEMENTATION + #define RAYGUI_SUPPORT_RICONS + #include "../raylib-c/src/extras/raygui.h" + #define PHYSAC_IMPLEMENTATION + #include "../raylib-c/src/extras/physac.h" """, extra_link_args=['/usr/local/lib/libraylib.a','-lm', '-lpthread', '-lGLU', '-lGL', '-lrt', '-lm', '-ldl', '-lX11', '-lpthread'], libraries=['GL','m','pthread', 'dl', 'rt', 'X11'] diff --git a/raylib/physac_modified.h b/raylib/physac_modified.h new file mode 100644 index 0000000..500c936 --- /dev/null +++ b/raylib/physac_modified.h @@ -0,0 +1,98 @@ + +#define PHYSAC_MAX_BODIES 64 // Maximum number of physic bodies supported +#define PHYSAC_MAX_MANIFOLDS 4096 // Maximum number of physic bodies interactions (64x64) +#define PHYSAC_MAX_VERTICES 24 // Maximum number of vertex for polygons shapes +#define PHYSAC_DEFAULT_CIRCLE_VERTICES 24 // Default number of vertices for circle shapes + + + + +typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType; + +// Previously defined to be used in PhysicsShape struct as circular dependencies +typedef struct PhysicsBodyData *PhysicsBody; + + +// Matrix2x2 type (used for polygon shape rotation matrix) +typedef struct Matrix2x2 { + float m00; + float m01; + float m10; + float m11; +} Matrix2x2; + +typedef struct PhysicsVertexData { + unsigned int vertexCount; // Vertex count (positions and normals) + Vector2 positions[PHYSAC_MAX_VERTICES]; // Vertex positions vectors + Vector2 normals[PHYSAC_MAX_VERTICES]; // Vertex normals vectors +} PhysicsVertexData; + +typedef struct PhysicsShape { + PhysicsShapeType type; // Shape type (circle or polygon) + PhysicsBody body; // Shape physics body data pointer + PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes) + float radius; // Shape radius (used for circle shapes) + Matrix2x2 transform; // Vertices transform matrix 2x2 +} PhysicsShape; + +typedef struct PhysicsBodyData { + unsigned int id; // Unique identifier + bool enabled; // Enabled dynamics state (collisions are calculated anyway) + Vector2 position; // Physics body shape pivot + Vector2 velocity; // Current linear velocity applied to position + Vector2 force; // Current linear force (reset to 0 every step) + float angularVelocity; // Current angular velocity applied to orient + float torque; // Current angular force (reset to 0 every step) + float orient; // Rotation in radians + float inertia; // Moment of inertia + float inverseInertia; // Inverse value of inertia + float mass; // Physics body mass + float inverseMass; // Inverse value of mass + float staticFriction; // Friction when the body has not movement (0 to 1) + float dynamicFriction; // Friction when the body has movement (0 to 1) + float restitution; // Restitution coefficient of the body (0 to 1) + bool useGravity; // Apply gravity force to dynamics + bool isGrounded; // Physics grounded on other body state + bool freezeOrient; // Physics rotation constraint + PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform) +} PhysicsBodyData; + +typedef struct PhysicsManifoldData { + unsigned int id; // Unique identifier + PhysicsBody bodyA; // Manifold first physics body reference + PhysicsBody bodyB; // Manifold second physics body reference + float penetration; // Depth of penetration from collision + Vector2 normal; // Normal direction vector from 'a' to 'b' + Vector2 contacts[2]; // Points of contact during collision + unsigned int contactsCount; // Current collision number of contacts + float restitution; // Mixed restitution during collision + float dynamicFriction; // Mixed dynamic friction during collision + float staticFriction; // Mixed static friction during collision +} PhysicsManifoldData, *PhysicsManifold; + + +PHYSACDEF void InitPhysics(void); // Initializes physics system +PHYSACDEF void UpdatePhysics(void); // Update physics system +PHYSACDEF void ResetPhysics(void); // Reset physics system (global variables) +PHYSACDEF void ClosePhysics(void); // Close physics system and unload used memory +PHYSACDEF void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default +PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force + +// Physic body creation/destroy +PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters +PHYSACDEF void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body + +// Physic body forces +PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body +PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body +PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force +PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter + +// Query physics info +PHYSACDEF PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index +PHYSACDEF int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies +PHYSACDEF int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) +PHYSACDEF int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape +PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position) diff --git a/raylib/raygui_modified.h b/raylib/raygui_modified.h new file mode 100644 index 0000000..98c412b --- /dev/null +++ b/raylib/raygui_modified.h @@ -0,0 +1,244 @@ + + +// Style property +typedef struct GuiStyleProp { + unsigned short controlId; + unsigned short propertyId; + int propertyValue; +} GuiStyleProp; + +// Gui control state +typedef enum { + GUI_STATE_NORMAL = 0, + GUI_STATE_FOCUSED, + GUI_STATE_PRESSED, + GUI_STATE_DISABLED, +} GuiControlState; + +// Gui control text alignment +typedef enum { + GUI_TEXT_ALIGN_LEFT = 0, + GUI_TEXT_ALIGN_CENTER, + GUI_TEXT_ALIGN_RIGHT, +} GuiTextAlignment; + +// Gui controls +typedef enum { + DEFAULT = 0, + LABEL, // LABELBUTTON + BUTTON, // IMAGEBUTTON + TOGGLE, // TOGGLEGROUP + SLIDER, // SLIDERBAR + PROGRESSBAR, + CHECKBOX, + COMBOBOX, + DROPDOWNBOX, + TEXTBOX, // TEXTBOXMULTI + VALUEBOX, + SPINNER, + LISTVIEW, + COLORPICKER, + SCROLLBAR, + STATUSBAR +} GuiControl; + +// Gui base properties for every control +typedef enum { + BORDER_COLOR_NORMAL = 0, + BASE_COLOR_NORMAL, + TEXT_COLOR_NORMAL, + BORDER_COLOR_FOCUSED, + BASE_COLOR_FOCUSED, + TEXT_COLOR_FOCUSED, + BORDER_COLOR_PRESSED, + BASE_COLOR_PRESSED, + TEXT_COLOR_PRESSED, + BORDER_COLOR_DISABLED, + BASE_COLOR_DISABLED, + TEXT_COLOR_DISABLED, + BORDER_WIDTH, + TEXT_PADDING, + TEXT_ALIGNMENT, + RESERVED +} GuiControlProperty; + +// Gui extended properties depend on control +// NOTE: We reserve a fixed size of additional properties per control + +// DEFAULT properties +typedef enum { + TEXT_SIZE = 16, + TEXT_SPACING, + LINE_COLOR, + BACKGROUND_COLOR, +} GuiDefaultProperty; + +// Label +//typedef enum { } GuiLabelProperty; + +// Button +//typedef enum { } GuiButtonProperty; + +// Toggle / ToggleGroup +typedef enum { + GROUP_PADDING = 16, +} GuiToggleProperty; + +// Slider / SliderBar +typedef enum { + SLIDER_WIDTH = 16, + SLIDER_PADDING +} GuiSliderProperty; + +// ProgressBar +typedef enum { + PROGRESS_PADDING = 16, +} GuiProgressBarProperty; + +// CheckBox +typedef enum { + CHECK_PADDING = 16 +} GuiCheckBoxProperty; + +// ComboBox +typedef enum { + COMBO_BUTTON_WIDTH = 16, + COMBO_BUTTON_PADDING +} GuiComboBoxProperty; + +// DropdownBox +typedef enum { + ARROW_PADDING = 16, + DROPDOWN_ITEMS_PADDING +} GuiDropdownBoxProperty; + +// TextBox / TextBoxMulti / ValueBox / Spinner +typedef enum { + TEXT_INNER_PADDING = 16, + TEXT_LINES_PADDING, + COLOR_SELECTED_FG, + COLOR_SELECTED_BG +} GuiTextBoxProperty; + +// Spinner +typedef enum { + SPIN_BUTTON_WIDTH = 16, + SPIN_BUTTON_PADDING, +} GuiSpinnerProperty; + +// ScrollBar +typedef enum { + ARROWS_SIZE = 16, + ARROWS_VISIBLE, + SCROLL_SLIDER_PADDING, + SCROLL_SLIDER_SIZE, + SCROLL_PADDING, + SCROLL_SPEED, +} GuiScrollBarProperty; + +// ScrollBar side +typedef enum { + SCROLLBAR_LEFT_SIDE = 0, + SCROLLBAR_RIGHT_SIDE +} GuiScrollBarSide; + +// ListView +typedef enum { + LIST_ITEMS_HEIGHT = 16, + LIST_ITEMS_PADDING, + SCROLLBAR_WIDTH, + SCROLLBAR_SIDE, +} GuiListViewProperty; + +// ColorPicker +typedef enum { + COLOR_SELECTOR_SIZE = 16, + HUEBAR_WIDTH, // Right hue bar width + HUEBAR_PADDING, // Right hue bar separation from panel + HUEBAR_SELECTOR_HEIGHT, // Right hue bar selector height + HUEBAR_SELECTOR_OVERFLOW // Right hue bar selector overflow +} GuiColorPickerProperty; + + +// Global gui state control functions +RAYGUIDEF void GuiEnable(void); // Enable gui controls (global state) +RAYGUIDEF void GuiDisable(void); // Disable gui controls (global state) +RAYGUIDEF void GuiLock(void); // Lock gui controls (global state) +RAYGUIDEF void GuiUnlock(void); // Unlock gui controls (global state) +RAYGUIDEF void GuiFade(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f +RAYGUIDEF void GuiSetState(int state); // Set gui state (global state) +RAYGUIDEF int GuiGetState(void); // Get gui state (global state) + +// Font set/get functions +RAYGUIDEF void GuiSetFont(Font font); // Set gui custom font (global state) +RAYGUIDEF Font GuiGetFont(void); // Get gui custom font (global state) + +// Style set/get functions +RAYGUIDEF void GuiSetStyle(int control, int property, int value); // Set one style property +RAYGUIDEF int GuiGetStyle(int control, int property); // Get one style property + +// Container/separator controls, useful for controls organization +RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed +RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text name +RAYGUIDEF void GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text +RAYGUIDEF void GuiPanel(Rectangle bounds); // Panel control, useful to group controls +RAYGUIDEF Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll); // Scroll Panel control + +// Basic controls set +RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text); // Label control, shows text +RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked +RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked +RAYGUIDEF bool GuiImageButton(Rectangle bounds, const char *text, Texture2D texture); // Image button control, returns true when clicked +RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, const char *text, Texture2D texture, Rectangle texSource); // Image button extended control, returns true when clicked +RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active); // Toggle Button control, returns true when active +RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char *text, int active); // Toggle Group control, returns active toggle index +RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked); // Check Box control, returns true when active +RAYGUIDEF int GuiComboBox(Rectangle bounds, const char *text, int active); // Combo Box control, returns selected item index +RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item +RAYGUIDEF bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value +RAYGUIDEF bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers +RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text +RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control with multiple lines +RAYGUIDEF float GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider control, returns selected value +RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider Bar control, returns selected value +RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Progress Bar control, shows current progress value +RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text +RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders +RAYGUIDEF int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue); // Scroll Bar control +RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs); // Grid control + + +// Advance controls set +RAYGUIDEF int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active); // List View control, returns selected list item index +RAYGUIDEF int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active); // List View with extended parameters +RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message +RAYGUIDEF int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text); // Text Input Box control, ask for text +RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color); // Color Picker control (multiple color controls) +RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color); // Color Panel control +RAYGUIDEF float GuiColorBarAlpha(Rectangle bounds, float alpha); // Color Bar Alpha control +RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float value); // Color Bar Hue control + +// Styles loading functions +RAYGUIDEF void GuiLoadStyle(const char *fileName); // Load style file over global style variable (.rgs) +RAYGUIDEF void GuiLoadStyleDefault(void); // Load style default over global style + +/* +typedef GuiStyle (unsigned int *) +RAYGUIDEF GuiStyle LoadGuiStyle(const char *fileName); // Load style from file (.rgs) +RAYGUIDEF void UnloadGuiStyle(GuiStyle style); // Unload style +*/ + +RAYGUIDEF const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended (if supported) + + +// Gui icons functionality +RAYGUIDEF void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color); + +RAYGUIDEF unsigned int *GuiGetIcons(void); // Get full icons data pointer +RAYGUIDEF unsigned int *GuiGetIconData(int iconId); // Get icon bit data +RAYGUIDEF void GuiSetIconData(int iconId, unsigned int *data); // Set icon bit data + +RAYGUIDEF void GuiSetIconPixel(int iconId, int x, int y); // Set icon pixel value +RAYGUIDEF void GuiClearIconPixel(int iconId, int x, int y); // Clear icon pixel value +RAYGUIDEF bool GuiCheckIconPixel(int iconId, int x, int y); // Check icon pixel value + diff --git a/raylib/raylib_modified.h b/raylib/raylib_modified.h index a0e3b64..46bb775 100644 --- a/raylib/raylib_modified.h +++ b/raylib/raylib_modified.h @@ -1,133 +1,54 @@ -/********************************************************************************************** -* -* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) -* -* FEATURES: -* - NO external dependencies, all required libraries included with raylib -* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, -* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5. -* - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) -* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) -* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) -* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! -* - Flexible Materials system, supporting classic maps and PBR maps -* - Animated 3D models supported (skeletal bones animation) (IQM, glTF) -* - Shaders support, including Model shaders and Postprocessing shaders -* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) -* - VR stereo rendering with configurable HMD device parameters -* - Bindings to multiple programming languages available! -* -* NOTES: -* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] -* One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2) -* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) -* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) -* -* DEPENDENCIES (included): -* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) -* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) -* [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management -* -* OPTIONAL DEPENDENCIES (included): -* [core] msf_gif (Miles Fogle) for GIF recording -* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm -* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm -* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) -* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) -* [textures] stb_image_resize (Sean Barret) for image resizing algorithms -* [textures] stb_perlin (Sean Barret) for Perlin noise image generation -* [text] stb_truetype (Sean Barret) for ttf fonts loading -* [text] stb_rect_pack (Sean Barret) for rectangles packing -* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation -* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) -* [models] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [raudio] dr_wav (David Reid) for WAV audio file loading -* [raudio] dr_flac (David Reid) for FLAC audio file loading -* [raudio] dr_mp3 (David Reid) for MP3 audio file loading -* [raudio] stb_vorbis (Sean Barret) for OGG audio loading -* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading -* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading -* -* -* LICENSE: zlib/libpng -* -* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5) -* -* 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. -* -**********************************************************************************************/ - -// Vector2 type +// Vector2, 2 components typedef struct Vector2 { - float x; - float y; + float x; // Vector x component + float y; // Vector y component } Vector2; -// Vector3 type +// Vector3, 3 components typedef struct Vector3 { - float x; - float y; - float z; + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component } Vector3; -// Vector4 type +// Vector4, 4 components typedef struct Vector4 { - float x; - float y; - float z; - float w; + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component + float w; // Vector w component } Vector4; -// Quaternion type, same as Vector4 +// Quaternion, 4 components (Vector4 alias) typedef Vector4 Quaternion; -// Matrix type (OpenGL style 4x4 - right handed, column major) +// Matrix, 4x4 components, column major, OpenGL style, right handed typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) } Matrix; -// Color type, RGBA (32bit) +// Color, 4 components, R8G8B8A8 (32bit) typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; + unsigned char r; // Color red value + unsigned char g; // Color green value + unsigned char b; // Color blue value + unsigned char a; // Color alpha value } Color; -// Rectangle type +// Rectangle, 4 components typedef struct Rectangle { - float x; - float y; - float width; - float height; + float x; // Rectangle top-left corner position x + float y; // Rectangle top-left corner position y + float width; // Rectangle width + float height; // Rectangle height } Rectangle; -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) +// Image, pixel data stored in CPU memory (RAM) typedef struct Image { void *data; // Image raw data int width; // Image base width @@ -136,8 +57,7 @@ typedef struct Image { int format; // Data format (PixelFormat type) } Image; -// Texture type -// NOTE: Data stored in GPU memory +// Texture, tex data stored in GPU memory (VRAM) typedef struct Texture { unsigned int id; // OpenGL texture id int width; // Texture base width @@ -146,23 +66,23 @@ typedef struct Texture { int format; // Data format (PixelFormat type) } Texture; -// Texture2D type, same as Texture +// Texture2D, same as Texture typedef Texture Texture2D; -// TextureCubemap type, actually, same as Texture +// TextureCubemap, same as Texture typedef Texture TextureCubemap; -// RenderTexture type, for texture rendering +// RenderTexture, fbo for texture rendering typedef struct RenderTexture { unsigned int id; // OpenGL framebuffer object id Texture texture; // Color buffer attachment texture Texture depth; // Depth buffer attachment texture } RenderTexture; -// RenderTexture2D type, same as RenderTexture +// RenderTexture2D, same as RenderTexture typedef RenderTexture RenderTexture2D; -// N-Patch layout info +// NPatchInfo, n-patch layout info typedef struct NPatchInfo { Rectangle source; // Texture source rectangle int left; // Left border offset @@ -172,27 +92,26 @@ typedef struct NPatchInfo { int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; -// Font character info -typedef struct CharInfo { +// GlyphInfo, font characters glyphs info +typedef struct GlyphInfo { int value; // Character value (Unicode) int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X Image image; // Character image data -} CharInfo; +} GlyphInfo; -// Font type, includes texture and charSet array data +// Font, font texture and GlyphInfo array data typedef struct Font { int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - int charsPadding; // Padding around the chars - Texture2D texture; // Characters texture atlas - Rectangle *recs; // Characters rectangles in texture - CharInfo *chars; // Characters info data + int glyphCount; // Number of glyph characters + int glyphPadding; // Padding around the glyph characters + Texture2D texture; // Texture atlas containing the glyphs + Rectangle *recs; // Rectangles in texture for the glyphs + GlyphInfo *glyphs; // Glyphs info data } Font; - -// Camera type, defines a camera position/orientation in 3d space +// Camera, defines position/orientation in 3d space typedef struct Camera3D { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at @@ -203,7 +122,7 @@ typedef struct Camera3D { typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D -// Camera2D type, defines a 2d camera +// Camera2D, defines position/orientation in 2d space typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) @@ -211,20 +130,19 @@ typedef struct Camera2D { float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; -// Vertex data definning a mesh -// NOTE: Data stored in CPU memory (and GPU) +// Mesh, vertex data and vao/vbo typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) - // Default vertex data + // Vertex attributes data float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices;// Vertex indices (in case vertex data comes indexed) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) // Animation vertex data float *animVertices; // Animated vertex positions (after bones transformations) @@ -237,40 +155,40 @@ typedef struct Mesh { unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; -// Shader type (generic) +// Shader typedef struct Shader { unsigned int id; // Shader program id - int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) + int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) } Shader; -// Material texture map +// MaterialMap typedef struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } MaterialMap; -// Material type (generic) +// Material, includes shader and maps typedef struct Material { Shader shader; // Material shader MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) float params[4]; // Material generic parameters (if required) } Material; -// Transformation properties +// Transform, vectex transformation data typedef struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } Transform; -// Bone information +// Bone, skeletal animation bone typedef struct BoneInfo { char name[32]; // Bone name int parent; // Bone parent } BoneInfo; -// Model type +// Model, meshes, materials and animation data typedef struct Model { Matrix transform; // Local transform matrix @@ -286,7 +204,7 @@ typedef struct Model { Transform *bindPose; // Bones base transformation (pose) } Model; -// Model animation +// ModelAnimation typedef struct ModelAnimation { int boneCount; // Number of bones int frameCount; // Number of animation frames @@ -294,65 +212,63 @@ typedef struct ModelAnimation { Transform **framePoses; // Poses array by frame } ModelAnimation; -// Ray type (useful for raycast) +// Ray, ray for raycasting typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; -// Raycast hit information -typedef struct RayHitInfo { +// RayCollision, ray hit information +typedef struct RayCollision { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit + Vector3 point; // Point of nearest hit Vector3 normal; // Surface normal of hit -} RayHitInfo; +} RayCollision; -// Bounding box type +// BoundingBox typedef struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } BoundingBox; -// Wave type, defines audio wave data +// Wave, audio wave data typedef struct Wave { - unsigned int sampleCount; // Total number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer + unsigned int frameCount; // Total number of frames (considering channels) + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) + void *data; // Buffer data pointer } Wave; typedef struct rAudioBuffer rAudioBuffer; -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file +// AudioStream, custom audio stream typedef struct AudioStream { - rAudioBuffer *buffer; // Pointer to internal data used by the audio system + rAudioBuffer *buffer; // Pointer to internal data used by the audio system - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) } AudioStream; -// Sound source type +// Sound typedef struct Sound { - AudioStream stream; // Audio stream - unsigned int sampleCount; // Total number of samples + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) } Sound; -// Music stream type (audio file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed +// Music, audio stream, anything longer than ~10 seconds should be streamed typedef struct Music { - AudioStream stream; // Audio stream - unsigned int sampleCount; // Total number of samples - bool looping; // Music looping enable + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) + bool looping; // Music looping enable - int ctxType; // Type of music context (audio filetype) - void *ctxData; // Audio context data, depends on type + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type } Music; -// Head-Mounted-Display device parameters +// VrDeviceInfo, Head-Mounted-Display device parameters typedef struct VrDeviceInfo { int hResolution; // Horizontal resolution in pixels int vResolution; // Vertical resolution in pixels @@ -366,7 +282,7 @@ typedef struct VrDeviceInfo { float chromaAbCorrection[4]; // Chromatic aberration correction parameters } VrDeviceInfo; -// VR Stereo rendering configuration for simulator +// VrStereoConfig, VR stereo rendering configuration for simulator typedef struct VrStereoConfig { Matrix projection[2]; // VR projection matrices (per eye) Matrix viewOffset[2]; // VR view offset matrices (per eye) @@ -402,14 +318,15 @@ typedef enum { } ConfigFlags; // Trace log level +// NOTE: Organized by priority level typedef enum { LOG_ALL = 0, // Display all logs - LOG_TRACE, - LOG_DEBUG, - LOG_INFO, - LOG_WARNING, - LOG_ERROR, - LOG_FATAL, + LOG_TRACE, // Trace logging, intended for internal use only + LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds + LOG_INFO, // Info logging, used for program execution info + LOG_WARNING, // Warning logging, used on recoverable failures + LOG_ERROR, // Error logging, used on unrecoverable failures + LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) LOG_NONE // Disable logging } TraceLogLevel; @@ -417,141 +334,148 @@ typedef enum { // NOTE: Use GetKeyPressed() to allow redefining // required keys for alternative layouts typedef enum { - KEY_NULL = 0, + KEY_NULL = 0, // Key: NULL, used for no key pressed // Alphanumeric keys - KEY_APOSTROPHE = 39, - KEY_COMMA = 44, - KEY_MINUS = 45, - KEY_PERIOD = 46, - KEY_SLASH = 47, - KEY_ZERO = 48, - KEY_ONE = 49, - KEY_TWO = 50, - KEY_THREE = 51, - KEY_FOUR = 52, - KEY_FIVE = 53, - KEY_SIX = 54, - KEY_SEVEN = 55, - KEY_EIGHT = 56, - KEY_NINE = 57, - KEY_SEMICOLON = 59, - KEY_EQUAL = 61, - KEY_A = 65, - KEY_B = 66, - KEY_C = 67, - KEY_D = 68, - KEY_E = 69, - KEY_F = 70, - KEY_G = 71, - KEY_H = 72, - KEY_I = 73, - KEY_J = 74, - KEY_K = 75, - KEY_L = 76, - KEY_M = 77, - KEY_N = 78, - KEY_O = 79, - KEY_P = 80, - KEY_Q = 81, - KEY_R = 82, - KEY_S = 83, - KEY_T = 84, - KEY_U = 85, - KEY_V = 86, - KEY_W = 87, - KEY_X = 88, - KEY_Y = 89, - KEY_Z = 90, - + KEY_APOSTROPHE = 39, // Key: ' + KEY_COMMA = 44, // Key: , + KEY_MINUS = 45, // Key: - + KEY_PERIOD = 46, // Key: . + KEY_SLASH = 47, // Key: / + KEY_ZERO = 48, // Key: 0 + KEY_ONE = 49, // Key: 1 + KEY_TWO = 50, // Key: 2 + KEY_THREE = 51, // Key: 3 + KEY_FOUR = 52, // Key: 4 + KEY_FIVE = 53, // Key: 5 + KEY_SIX = 54, // Key: 6 + KEY_SEVEN = 55, // Key: 7 + KEY_EIGHT = 56, // Key: 8 + KEY_NINE = 57, // Key: 9 + KEY_SEMICOLON = 59, // Key: ; + KEY_EQUAL = 61, // Key: = + KEY_A = 65, // Key: A | a + KEY_B = 66, // Key: B | b + KEY_C = 67, // Key: C | c + KEY_D = 68, // Key: D | d + KEY_E = 69, // Key: E | e + KEY_F = 70, // Key: F | f + KEY_G = 71, // Key: G | g + KEY_H = 72, // Key: H | h + KEY_I = 73, // Key: I | i + KEY_J = 74, // Key: J | j + KEY_K = 75, // Key: K | k + KEY_L = 76, // Key: L | l + KEY_M = 77, // Key: M | m + KEY_N = 78, // Key: N | n + KEY_O = 79, // Key: O | o + KEY_P = 80, // Key: P | p + KEY_Q = 81, // Key: Q | q + KEY_R = 82, // Key: R | r + KEY_S = 83, // Key: S | s + KEY_T = 84, // Key: T | t + KEY_U = 85, // Key: U | u + KEY_V = 86, // Key: V | v + KEY_W = 87, // Key: W | w + KEY_X = 88, // Key: X | x + KEY_Y = 89, // Key: Y | y + KEY_Z = 90, // Key: Z | z + KEY_LEFT_BRACKET = 91, // Key: [ + KEY_BACKSLASH = 92, // Key: '\' + KEY_RIGHT_BRACKET = 93, // Key: ] + KEY_GRAVE = 96, // Key: ` // Function keys - KEY_SPACE = 32, - KEY_ESCAPE = 256, - KEY_ENTER = 257, - KEY_TAB = 258, - KEY_BACKSPACE = 259, - KEY_INSERT = 260, - KEY_DELETE = 261, - KEY_RIGHT = 262, - KEY_LEFT = 263, - KEY_DOWN = 264, - KEY_UP = 265, - KEY_PAGE_UP = 266, - KEY_PAGE_DOWN = 267, - KEY_HOME = 268, - KEY_END = 269, - KEY_CAPS_LOCK = 280, - KEY_SCROLL_LOCK = 281, - KEY_NUM_LOCK = 282, - KEY_PRINT_SCREEN = 283, - KEY_PAUSE = 284, - KEY_F1 = 290, - KEY_F2 = 291, - KEY_F3 = 292, - KEY_F4 = 293, - KEY_F5 = 294, - KEY_F6 = 295, - KEY_F7 = 296, - KEY_F8 = 297, - KEY_F9 = 298, - KEY_F10 = 299, - KEY_F11 = 300, - KEY_F12 = 301, - KEY_LEFT_SHIFT = 340, - KEY_LEFT_CONTROL = 341, - KEY_LEFT_ALT = 342, - KEY_LEFT_SUPER = 343, - KEY_RIGHT_SHIFT = 344, - KEY_RIGHT_CONTROL = 345, - KEY_RIGHT_ALT = 346, - KEY_RIGHT_SUPER = 347, - KEY_KB_MENU = 348, - KEY_LEFT_BRACKET = 91, - KEY_BACKSLASH = 92, - KEY_RIGHT_BRACKET = 93, - KEY_GRAVE = 96, - + KEY_SPACE = 32, // Key: Space + KEY_ESCAPE = 256, // Key: Esc + KEY_ENTER = 257, // Key: Enter + KEY_TAB = 258, // Key: Tab + KEY_BACKSPACE = 259, // Key: Backspace + KEY_INSERT = 260, // Key: Ins + KEY_DELETE = 261, // Key: Del + KEY_RIGHT = 262, // Key: Cursor right + KEY_LEFT = 263, // Key: Cursor left + KEY_DOWN = 264, // Key: Cursor down + KEY_UP = 265, // Key: Cursor up + KEY_PAGE_UP = 266, // Key: Page up + KEY_PAGE_DOWN = 267, // Key: Page down + KEY_HOME = 268, // Key: Home + KEY_END = 269, // Key: End + KEY_CAPS_LOCK = 280, // Key: Caps lock + KEY_SCROLL_LOCK = 281, // Key: Scroll down + KEY_NUM_LOCK = 282, // Key: Num lock + KEY_PRINT_SCREEN = 283, // Key: Print screen + KEY_PAUSE = 284, // Key: Pause + KEY_F1 = 290, // Key: F1 + KEY_F2 = 291, // Key: F2 + KEY_F3 = 292, // Key: F3 + KEY_F4 = 293, // Key: F4 + KEY_F5 = 294, // Key: F5 + KEY_F6 = 295, // Key: F6 + KEY_F7 = 296, // Key: F7 + KEY_F8 = 297, // Key: F8 + KEY_F9 = 298, // Key: F9 + KEY_F10 = 299, // Key: F10 + KEY_F11 = 300, // Key: F11 + KEY_F12 = 301, // Key: F12 + KEY_LEFT_SHIFT = 340, // Key: Shift left + KEY_LEFT_CONTROL = 341, // Key: Control left + KEY_LEFT_ALT = 342, // Key: Alt left + KEY_LEFT_SUPER = 343, // Key: Super left + KEY_RIGHT_SHIFT = 344, // Key: Shift right + KEY_RIGHT_CONTROL = 345, // Key: Control right + KEY_RIGHT_ALT = 346, // Key: Alt right + KEY_RIGHT_SUPER = 347, // Key: Super right + KEY_KB_MENU = 348, // Key: KB menu // Keypad keys - KEY_KP_0 = 320, - KEY_KP_1 = 321, - KEY_KP_2 = 322, - KEY_KP_3 = 323, - KEY_KP_4 = 324, - KEY_KP_5 = 325, - KEY_KP_6 = 326, - KEY_KP_7 = 327, - KEY_KP_8 = 328, - KEY_KP_9 = 329, - KEY_KP_DECIMAL = 330, - KEY_KP_DIVIDE = 331, - KEY_KP_MULTIPLY = 332, - KEY_KP_SUBTRACT = 333, - KEY_KP_ADD = 334, - KEY_KP_ENTER = 335, - KEY_KP_EQUAL = 336, + KEY_KP_0 = 320, // Key: Keypad 0 + KEY_KP_1 = 321, // Key: Keypad 1 + KEY_KP_2 = 322, // Key: Keypad 2 + KEY_KP_3 = 323, // Key: Keypad 3 + KEY_KP_4 = 324, // Key: Keypad 4 + KEY_KP_5 = 325, // Key: Keypad 5 + KEY_KP_6 = 326, // Key: Keypad 6 + KEY_KP_7 = 327, // Key: Keypad 7 + KEY_KP_8 = 328, // Key: Keypad 8 + KEY_KP_9 = 329, // Key: Keypad 9 + KEY_KP_DECIMAL = 330, // Key: Keypad . + KEY_KP_DIVIDE = 331, // Key: Keypad / + KEY_KP_MULTIPLY = 332, // Key: Keypad * + KEY_KP_SUBTRACT = 333, // Key: Keypad - + KEY_KP_ADD = 334, // Key: Keypad + + KEY_KP_ENTER = 335, // Key: Keypad Enter + KEY_KP_EQUAL = 336, // Key: Keypad = // Android key buttons - KEY_BACK = 4, - KEY_MENU = 82, - KEY_VOLUME_UP = 24, - KEY_VOLUME_DOWN = 25 + KEY_BACK = 4, // Key: Android back button + KEY_MENU = 82, // Key: Android menu button + KEY_VOLUME_UP = 24, // Key: Android volume up button + KEY_VOLUME_DOWN = 25 // Key: Android volume down button } KeyboardKey; +// Add backwards compatibility support for deprecated names +#define MOUSE_LEFT_BUTTON 0 +#define MOUSE_RIGHT_BUTTON 1 +#define MOUSE_MIDDLE_BUTTON 2 + // Mouse buttons typedef enum { - MOUSE_LEFT_BUTTON = 0, - MOUSE_RIGHT_BUTTON = 1, - MOUSE_MIDDLE_BUTTON = 2 + MOUSE_BUTTON_LEFT = 0, // Mouse button left + MOUSE_BUTTON_RIGHT = 1, // Mouse button right + MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) + MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) + MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) + MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device) + MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) } MouseButton; // Mouse cursor typedef enum { - MOUSE_CURSOR_DEFAULT = 0, - MOUSE_CURSOR_ARROW = 1, - MOUSE_CURSOR_IBEAM = 2, - MOUSE_CURSOR_CROSSHAIR = 3, - MOUSE_CURSOR_POINTING_HAND = 4, - MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape - MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape - MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape + MOUSE_CURSOR_ARROW = 1, // Arrow shape + MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape + MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape + MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor + MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape @@ -559,68 +483,49 @@ typedef enum { // Gamepad buttons typedef enum { - // This is here just for error checking - GAMEPAD_BUTTON_UNKNOWN = 0, - - // This is normally a DPAD - GAMEPAD_BUTTON_LEFT_FACE_UP, - GAMEPAD_BUTTON_LEFT_FACE_RIGHT, - GAMEPAD_BUTTON_LEFT_FACE_DOWN, - GAMEPAD_BUTTON_LEFT_FACE_LEFT, - - // 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.. - GAMEPAD_BUTTON_RIGHT_FACE_UP, - GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, - GAMEPAD_BUTTON_RIGHT_FACE_DOWN, - GAMEPAD_BUTTON_RIGHT_FACE_LEFT, - - // Triggers - GAMEPAD_BUTTON_LEFT_TRIGGER_1, - GAMEPAD_BUTTON_LEFT_TRIGGER_2, - GAMEPAD_BUTTON_RIGHT_TRIGGER_1, - GAMEPAD_BUTTON_RIGHT_TRIGGER_2, - - // These are buttons in the center of the gamepad - GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select - GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button - GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start - - // These are the joystick press in buttons - GAMEPAD_BUTTON_LEFT_THUMB, - GAMEPAD_BUTTON_RIGHT_THUMB + GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking + GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button + GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button + GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button + GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) + GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button + GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button + GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) + GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) + GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) + GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left + GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right } GamepadButton; // Gamepad axis typedef enum { - // Left stick - GAMEPAD_AXIS_LEFT_X = 0, - GAMEPAD_AXIS_LEFT_Y = 1, - - // Right stick - GAMEPAD_AXIS_RIGHT_X = 2, - GAMEPAD_AXIS_RIGHT_Y = 3, - - // Pressure levels for the back triggers - GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level) - GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) + GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis + GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis + GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis + GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] } GamepadAxis; // Material map index typedef enum { - MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE - MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR - MATERIAL_MAP_NORMAL = 2, - MATERIAL_MAP_ROUGHNESS = 3, - MATERIAL_MAP_OCCLUSION, - MATERIAL_MAP_EMISSION, - MATERIAL_MAP_HEIGHT, - MATERIAL_MAP_BRDG, - MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) + MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) + MATERIAL_MAP_NORMAL, // Normal material + MATERIAL_MAP_ROUGHNESS, // Roughness material + MATERIAL_MAP_OCCLUSION, // Ambient occlusion material + MATERIAL_MAP_EMISSION, // Emission material + MATERIAL_MAP_HEIGHT, // Heightmap material + MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_BRDF // Brdf material } MaterialMapIndex; #define MATERIAL_MAP_DIFFUSE 0 @@ -628,32 +533,32 @@ typedef enum { // Shader location index typedef enum { - SHADER_LOC_VERTEX_POSITION = 0, - SHADER_LOC_VERTEX_TEXCOORD01, - SHADER_LOC_VERTEX_TEXCOORD02, - SHADER_LOC_VERTEX_NORMAL, - SHADER_LOC_VERTEX_TANGENT, - SHADER_LOC_VERTEX_COLOR, - SHADER_LOC_MATRIX_MVP, - SHADER_LOC_MATRIX_VIEW, - SHADER_LOC_MATRIX_PROJECTION, - SHADER_LOC_MATRIX_MODEL, - SHADER_LOC_MATRIX_NORMAL, - SHADER_LOC_VECTOR_VIEW, - SHADER_LOC_COLOR_DIFFUSE, - SHADER_LOC_COLOR_SPECULAR, - SHADER_LOC_COLOR_AMBIENT, - SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE - SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR - SHADER_LOC_MAP_NORMAL, - SHADER_LOC_MAP_ROUGHNESS, - SHADER_LOC_MAP_OCCLUSION, - SHADER_LOC_MAP_EMISSION, - SHADER_LOC_MAP_HEIGHT, - SHADER_LOC_MAP_CUBEMAP, - SHADER_LOC_MAP_IRRADIANCE, - SHADER_LOC_MAP_PREFILTER, - SHADER_LOC_MAP_BRDF + SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf } ShaderLocationIndex; #define SHADER_LOC_MAP_DIFFUSE 15 @@ -661,41 +566,49 @@ typedef enum { // Shader uniform data type typedef enum { - SHADER_UNIFORM_FLOAT = 0, - SHADER_UNIFORM_VEC2, - SHADER_UNIFORM_VEC3, - SHADER_UNIFORM_VEC4, - SHADER_UNIFORM_INT, - SHADER_UNIFORM_IVEC2, - SHADER_UNIFORM_IVEC3, - SHADER_UNIFORM_IVEC4, - SHADER_UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float + SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) + SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) + SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) + SHADER_UNIFORM_INT, // Shader uniform type: int + SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) + SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) + SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } ShaderUniformDataType; +// Shader attribute data types +typedef enum { + SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float + SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) + SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) + SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) +} ShaderAttributeDataType; + // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { - PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp - PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp - PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp - PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp - PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp - PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp - PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp - PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp - PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp - PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode @@ -712,68 +625,68 @@ typedef enum { // Texture parameters: wrap mode typedef enum { - TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode - TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode } TextureWrap; // Cubemap layouts typedef enum { - CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces - CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) + CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) } CubemapLayout; // Font type, defines generation method typedef enum { - FONT_DEFAULT = 0, // Default font generation, anti-aliased - FONT_BITMAP, // Bitmap font generation, no anti-aliasing - FONT_SDF // SDF font generation, requires external shader + FONT_DEFAULT = 0, // Default font generation, anti-aliased + FONT_BITMAP, // Bitmap font generation, no anti-aliasing + FONT_SDF // SDF font generation, requires external shader } FontType; // Color blending modes (pre-defined) typedef enum { - BLEND_ALPHA = 0, // Blend textures considering alpha (default) - BLEND_ADDITIVE, // Blend textures adding colors - BLEND_MULTIPLIED, // Blend textures multiplying colors - BLEND_ADD_COLORS, // Blend textures adding colors (alternative) - BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) - BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) } BlendMode; -// Gestures +// Gesture // NOTE: It could be used as flags to enable only some gestures typedef enum { - GESTURE_NONE = 0, - GESTURE_TAP = 1, - GESTURE_DOUBLETAP = 2, - GESTURE_HOLD = 4, - GESTURE_DRAG = 8, - GESTURE_SWIPE_RIGHT = 16, - GESTURE_SWIPE_LEFT = 32, - GESTURE_SWIPE_UP = 64, - GESTURE_SWIPE_DOWN = 128, - GESTURE_PINCH_IN = 256, - GESTURE_PINCH_OUT = 512 -} Gestures; + GESTURE_NONE = 0, // No gesture + GESTURE_TAP = 1, // Tap gesture + GESTURE_DOUBLETAP = 2, // Double tap gesture + GESTURE_HOLD = 4, // Hold gesture + GESTURE_DRAG = 8, // Drag gesture + GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture + GESTURE_SWIPE_LEFT = 32, // Swipe left gesture + GESTURE_SWIPE_UP = 64, // Swipe up gesture + GESTURE_SWIPE_DOWN = 128, // Swipe down gesture + GESTURE_PINCH_IN = 256, // Pinch in gesture + GESTURE_PINCH_OUT = 512 // Pinch out gesture +} Gesture; // Camera system modes typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON + CAMERA_CUSTOM = 0, // Custom camera + CAMERA_FREE, // Free camera + CAMERA_ORBITAL, // Orbital camera + CAMERA_FIRST_PERSON, // First person camera + CAMERA_THIRD_PERSON // Third person camera } CameraMode; // Camera projection typedef enum { - CAMERA_PERSPECTIVE = 0, - CAMERA_ORTHOGRAPHIC + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection } CameraProjection; // N-patch layout @@ -785,17 +698,13 @@ typedef enum { // Callbacks to hook some internal functions // WARNING: This callbacks are intended for advance users +typedef void (*TraceLogCallback)(int logLevel, const char *text, void *args); // Logging: Redirect trace log messages +typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data +typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data +typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data +typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - // Window-related functions RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed @@ -837,27 +746,35 @@ RLAPI const char *GetMonitorName(int monitor); // Get the hum RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content +// Custom frame control functions +// NOTE: Those functions are intended for advance users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL +RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) +RLAPI void PollInputEvents(void); // Register all input events +RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution) + // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor RLAPI void HideCursor(void); // Hides cursor RLAPI bool IsCursorHidden(void); // Check if cursor is not visible RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) RLAPI void DisableCursor(void); // Disables cursor (lock cursor) -RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the current screen. +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) RLAPI void EndMode2D(void); // Ends 2D mode with custom camera -RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode -RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture RLAPI void EndTextureMode(void); // Ends drawing to render texture RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode @@ -881,44 +798,51 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) -RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position -RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position -RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position -RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) -RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() +RLAPI int GetFPS(void); // Get current FPS +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() // Misc. functions -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) -RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(int size); // Internal memory allocator RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator RLAPI void MemFree(void *ptr); // Internal memory free - +// Set custom callbacks +// WARNING: Callbacks setup is intended for advance users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string -RLAPI void UnloadFileText(unsigned char *text); // Unload file text data allocated by LoadFileText() +RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) @@ -946,53 +870,56 @@ RLAPI void OpenURL(const char *url); // Open URL wi //------------------------------------------------------------------------------------ // Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once -RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed -RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once -RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued -RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) -RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -RLAPI int GetMouseX(void); // Returns mouse position X -RLAPI int GetMouseY(void); // Returns mouse position Y -RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames RLAPI void SetMousePosition(int x, int y); // Set mouse position XY RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling -RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch -RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) -RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points +//RLAPI int GetTouchEvent(void); // Get last touch event registered //------------------------------------------------------------------------------------ -// Gestures and Touch Handling Functions (Module: gestures) +// Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI int GetTouchPointsCount(void); // Get touch points count RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI float GetGestureDragAngle(void); // Get gesture drag angle @@ -1000,7 +927,7 @@ RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch del RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ -// Camera System Functions (Module: camera) +// Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode @@ -1016,7 +943,7 @@ RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int ke // Set texture and rectangle to be used on shapes drawing // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel @@ -1025,8 +952,9 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point -RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point +RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points +RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline @@ -1045,15 +973,16 @@ RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Col RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) -RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides +RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles @@ -1074,7 +1003,9 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' +RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data +RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success @@ -1086,8 +1017,7 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise -RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise -RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) @@ -1104,7 +1034,7 @@ RLAPI void ImageAlphaPremultiply(Image *image); RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color -RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image +RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally @@ -1117,10 +1047,11 @@ RLAPI void ImageColorContrast(Image *image, float contrast); RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) -RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position // Image drawing functions // NOTE: Image software-rendering functions (CPU) @@ -1149,8 +1080,6 @@ RLAPI void UnloadTexture(Texture2D texture); RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) // Texture configuration functions RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture @@ -1166,18 +1095,18 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re RLAPI 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. RLAPI 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 RLAPI 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 -RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon // Color/pixel related functions -RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color -RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] -RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] -RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1] -RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1] -RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint -RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format @@ -1189,37 +1118,45 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) -RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" -RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use -RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info -RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM) +RLAPI 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' +RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters -RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits -RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, - int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) -// Text misc. functions +// Text font info functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font -RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found -// Text strings management functions (no utf8 strings, only byte chars) +// Text codepoints management functions (unicode characters) +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) + +// Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending -RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) -RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) +RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! @@ -1228,13 +1165,6 @@ RLAPI const char *TextToUpper(const char *text); // Get upp RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) -RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) - -// UTF8 text strings management functions -RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters -RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string -RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure -RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) @@ -1245,12 +1175,13 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires @@ -1264,19 +1195,46 @@ RLAPI void DrawGrid(int slices, float spacing); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -// Model loading/unloading functions +// Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) -// Mesh loading/unloading functions +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals + +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file @@ -1286,49 +1244,22 @@ RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match -// Mesh generation functions -RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data - -// Mesh manipulation functions -RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source - // Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) @@ -1342,10 +1273,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success @@ -1370,23 +1301,24 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file -RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing -RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data -RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream diff --git a/test_physac.py b/test_physac.py new file mode 100644 index 0000000..2564f74 --- /dev/null +++ b/test_physac.py @@ -0,0 +1,70 @@ +from raylib import * + +screenWidth = 800 +screenHeight = 450 + +SetConfigFlags(FLAG_MSAA_4X_HINT) +InitWindow(screenWidth, screenHeight, b"[physac] Basic demo") + + +logoX = screenWidth - MeasureText(b"Physac", 30) - 10 +logoY = 15 + + +InitPhysics() + + +floor = CreatePhysicsBodyRectangle([screenWidth/2, screenHeight ], 500, 100, 10) +floor.enabled = False + + +circle = CreatePhysicsBodyCircle([screenWidth/2, screenHeight/2], 45, 10) +circle.enabled = False + +SetTargetFPS(60) + +while not WindowShouldClose(): + + UpdatePhysics(); + + if IsMouseButtonPressed(MOUSE_LEFT_BUTTON): + body = CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10) + + elif IsMouseButtonPressed(MOUSE_RIGHT_BUTTON): + CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10) + + + bodiesCount = GetPhysicsBodiesCount() + for i in range(bodiesCount): + body = GetPhysicsBody(i) + if body and (body.position.y > screenHeight*2): + DestroyPhysicsBody(body) + + + BeginDrawing() + ClearBackground(BLACK) + DrawFPS(screenWidth - 90, screenHeight - 30) + + + bodiesCount = GetPhysicsBodiesCount() + for i in range(bodiesCount): + body = GetPhysicsBody(i) + if body: + vertexCount = GetPhysicsShapeVerticesCount(i) + for j in range(vertexCount): + vertexA = GetPhysicsShapeVertex(body, j) + jj = j + 1 if (j + 1) < vertexCount else 0 + vertexB = GetPhysicsShapeVertex(body, jj) + DrawLineV(vertexA, vertexB, GREEN) + + DrawText(b"Left mouse button to create a polygon", 10, 10, 10, WHITE) + DrawText(b"Right mouse button to create a circle", 10, 25, 10, WHITE) + + DrawText(b"Physac", logoX, logoY, 30, WHITE) + DrawText(b"Powered by", logoX + 50, logoY - 7, 10, WHITE) + + EndDrawing() + +ClosePhysics() + +CloseWindow() \ No newline at end of file diff --git a/test_physac2.py b/test_physac2.py new file mode 100644 index 0000000..ff5749a --- /dev/null +++ b/test_physac2.py @@ -0,0 +1,76 @@ +from raylib import * + +VELOCITY = 0.5 + +screenWidth = 800 +screenHeight = 450 + +SetConfigFlags(FLAG_MSAA_4X_HINT) +InitWindow(screenWidth, screenHeight, b"[physac] Basic demo") +logoX = screenWidth - MeasureText(b"Physac", 30) - 10 +logoY = 15 + + +InitPhysics() + +floor = CreatePhysicsBodyRectangle([screenWidth/2, screenHeight ], screenWidth, 100, 10) +platformLeft = CreatePhysicsBodyRectangle([screenWidth*0.25, screenHeight*0.6 ], screenWidth*0.25, 10, 10) +platformRight = CreatePhysicsBodyRectangle([screenWidth*0.75, screenHeight*0.6 ], screenWidth*0.25, 10, 10) +wallLeft = CreatePhysicsBodyRectangle([-5, screenHeight/2 ], 10, screenHeight, 10) +wallRight = CreatePhysicsBodyRectangle([screenWidth + 5, screenHeight/2 ], 10, screenHeight, 10) + + +floor.enabled = False +platformLeft.enabled = False +platformRight.enabled = False +wallLeft.enabled = False +wallRight.enabled = False + + +body = CreatePhysicsBodyRectangle([screenWidth/2, screenHeight/2 ], 50, 50, 1) +body.freezeOrient = True + +SetTargetFPS(60) + +while not WindowShouldClose(): + + UpdatePhysics(); + + if IsKeyDown(KEY_RIGHT): + body.velocity.x = VELOCITY + elif IsKeyDown(KEY_LEFT): + body.velocity.x = -VELOCITY + + + if IsKeyDown(KEY_UP) and body.isGrounded: + body.velocity.y = -VELOCITY*4 + + BeginDrawing() + + ClearBackground(BLACK) + + DrawFPS(screenWidth - 90, screenHeight - 30) + + + bodiesCount = GetPhysicsBodiesCount() + for i in range(bodiesCount): + body = GetPhysicsBody(i) + vertexCount = GetPhysicsShapeVerticesCount(i) + for j in range(vertexCount): + vertexA = GetPhysicsShapeVertex(body, j) + + jj = j + 1 if j + 1 < vertexCount else 0 + vertexB = GetPhysicsShapeVertex(body, jj) + + DrawLineV(vertexA, vertexB, GREEN) + + DrawText(b"Use 'ARROWS' to move player", 10, 10, 10, WHITE) + + DrawText(b"Physac", logoX, logoY, 30, WHITE) + DrawText(b"Powered by", logoX + 50, logoY - 7, 10, WHITE) + + EndDrawing() + +ClosePhysics() + +CloseWindow() \ No newline at end of file diff --git a/tests/test_pyray.py b/tests/test_pyray.py index d6f5c1d..dcb2787 100644 --- a/tests/test_pyray.py +++ b/tests/test_pyray.py @@ -23,8 +23,8 @@ pr.set_camera_mode(camera, pr.CAMERA_ORBITAL) pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) -rayhit = pr.get_collision_ray_ground(ray, 0) -print(str(rayhit.position.x)) +#rayhit = pr.get_ray_collision_ground(ray, 0) +#print(str(rayhit.position.x)) while not pr.window_should_close(): pr.update_camera(camera) @@ -39,7 +39,7 @@ while not pr.window_should_close(): pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) - rayhit = pr.get_collision_ray_ground(ray, 0) + #rayhit = pr.get_ray_collision_ground(ray, 0) #print(str(rayhit.position.x)) pr.close_window() diff --git a/tests/test_pyray_no_prefix.py b/tests/test_pyray_no_prefix.py index df965de..a03cbe8 100644 --- a/tests/test_pyray_no_prefix.py +++ b/tests/test_pyray_no_prefix.py @@ -23,8 +23,8 @@ set_camera_mode(camera, CAMERA_ORBITAL) pos = get_mouse_position() ray = get_mouse_ray(pos, camera) -rayhit = get_collision_ray_ground(ray, 0) -print(str(rayhit.position.x)) +#rayhit = get_ray_collision_ground(ray, 0) +#print(str(rayhit.position.x)) while not window_should_close(): update_camera(camera) @@ -39,7 +39,7 @@ while not window_should_close(): pos = get_mouse_position() ray = get_mouse_ray(pos, camera) - rayhit = get_collision_ray_ground(ray, 0) + #rayhit = get_ray_collision_ground(ray, 0) #print(str(rayhit.position.x)) close_window() diff --git a/tests/test_pyray_old_api.py b/tests/test_pyray_old_api.py index f4fb892..13c1f3e 100644 --- a/tests/test_pyray_old_api.py +++ b/tests/test_pyray_old_api.py @@ -25,8 +25,8 @@ pr.set_camera_mode(camera, pr.CAMERA_ORBITAL) pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) -rayhit = pr.get_collision_ray_ground(ray, 0) -print(str(rayhit.position.x)) +#rayhit = pr.get_ray_collision_ground(ray, 0) +#print(str(rayhit.position.x)) while not pr.window_should_close(): pr.update_camera(camera) @@ -41,7 +41,7 @@ while not pr.window_should_close(): pos = pr.get_mouse_position() ray = pr.get_mouse_ray(pos, camera) - rayhit = pr.get_collision_ray_ground(ray, 0) + #rayhit = pr.get_ray_collision_ground(ray, 0) #print(str(rayhit.position.x)) pr.close_window() diff --git a/version.py b/version.py index 7c942ea..7bd2b86 100644 --- a/version.py +++ b/version.py @@ -1 +1 @@ -__version__ = "3.7.0.post9" \ No newline at end of file +__version__ = "4.0a1" \ No newline at end of file