From 6483b53cf3765a66e2a6d774dd39fae30f12d426 Mon Sep 17 00:00:00 2001 From: Richard Smith Date: Sun, 24 Nov 2024 13:18:36 +0000 Subject: [PATCH] fix dynamic raylib header being different from static header by making it a link --- dynamic/raylib/raylib_modified.h | 1410 +----------------------------- setup.py | 2 +- 2 files changed, 2 insertions(+), 1410 deletions(-) mode change 100644 => 120000 dynamic/raylib/raylib_modified.h diff --git a/dynamic/raylib/raylib_modified.h b/dynamic/raylib/raylib_modified.h deleted file mode 100644 index 158519a..0000000 --- a/dynamic/raylib/raylib_modified.h +++ /dev/null @@ -1,1409 +0,0 @@ -/********************************************************************************************** -* -* raylib v5.0 - 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, Android, Raspberry Pi, DRM native, HTML5. -* - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 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) -* - 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(), 1x1 white pixel R8G8B8A8 [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): -* [rcore] 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/mackron/miniaudio) for audio device/context management -* -* OPTIONAL DEPENDENCIES (included): -* [rcore] msf_gif (Miles Fogle) for GIF recording -* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm -* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm -* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) -* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) -* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms -* [rtext] stb_truetype (Sean Barret) for ttf fonts loading -* [rtext] stb_rect_pack (Sean Barret) for rectangles packing -* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation -* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) -* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) -* [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) 2013-2023 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. -* -**********************************************************************************************/ -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -// Allow custom memory allocators -// NOTE: Require recompiling raylib sources -// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) -// Plain structures in C++ (without constructors) can be initialized with { } -// This is called aggregate initialization (C++11 feature) -// Some compilers (mostly macos clang) default to C++98, -// where aggregate initialization can't be used -// So, give a more clear error stating how to fix this -// NOTE: We set some defines with some data types declared by raylib -// Other modules (raymath, rlgl) also require some of those types, so, -// to be able to use those other modules as standalone (not depending on raylib) -// this defines are very useful for internal check and avoid type (re)definitions -// Some Basic Colors -// NOTE: Custom raylib color palette for amazing visuals on WHITE background -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -// Boolean type -// Vector2, 2 components -typedef struct Vector2 { - float x; // Vector x component - float y; // Vector y component -} Vector2; -// Vector3, 3 components -typedef struct Vector3 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component -} Vector3; -// Vector4, 4 components -typedef struct Vector4 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component - float w; // Vector w component -} Vector4; -// Quaternion, 4 components (Vector4 alias) -typedef Vector4 Quaternion; -// Matrix, 4x4 components, column major, OpenGL style, right-handed -typedef struct Matrix { - 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, 4 components, R8G8B8A8 (32bit) -typedef struct Color { - 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, 4 components -typedef struct Rectangle { - 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, pixel data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) -} Image; -// Texture, tex data stored in GPU memory (VRAM) -typedef struct Texture { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) -} Texture; -// Texture2D, same as Texture -typedef Texture Texture2D; -// TextureCubemap, same as Texture -typedef Texture TextureCubemap; -// 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, same as RenderTexture -typedef RenderTexture RenderTexture2D; -// NPatchInfo, n-patch layout info -typedef struct NPatchInfo { - Rectangle source; // Texture source rectangle - int left; // Left border offset - int top; // Top border offset - int right; // Right border offset - int bottom; // Bottom border offset - int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 -} NPatchInfo; -// 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 -} GlyphInfo; -// Font, font texture and GlyphInfo array data -typedef struct Font { - int baseSize; // Base size (default chars height) - 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, defines position/orientation in 3d space -typedef struct Camera3D { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic - int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC -} Camera3D; -typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D -// 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) - float rotation; // Camera rotation in degrees - float zoom; // Camera zoom (scaling), should be 1.0f by default -} Camera2D; -// 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) - // 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 texture second coordinates (UV - 2 components per vertex) (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) - // Animation vertex data - float *animVertices; // Animated vertex positions (after bones transformations) - float *animNormals; // Animated normals (after bones transformations) - unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) -} Mesh; -// Shader -typedef struct Shader { - unsigned int id; // Shader program id - int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) -} Shader; -// MaterialMap -typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value -} MaterialMap; -// 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; -// Transform, vertex transformation data -typedef struct Transform { - Vector3 translation; // Translation - Quaternion rotation; // Rotation - Vector3 scale; // Scale -} Transform; -// Bone, skeletal animation bone -typedef struct BoneInfo { - char name[32]; // Bone name - int parent; // Bone parent -} BoneInfo; -// Model, meshes, materials and animation data -typedef struct Model { - Matrix transform; // Local transform matrix - int meshCount; // Number of meshes - int materialCount; // Number of materials - Mesh *meshes; // Meshes array - Material *materials; // Materials array - int *meshMaterial; // Mesh material number - // Animation data - int boneCount; // Number of bones - BoneInfo *bones; // Bones information (skeleton) - Transform *bindPose; // Bones base transformation (pose) -} Model; -// ModelAnimation -typedef struct ModelAnimation { - int boneCount; // Number of bones - int frameCount; // Number of animation frames - BoneInfo *bones; // Bones information (skeleton) - Transform **framePoses; // Poses array by frame - char name[32]; // Animation name -} ModelAnimation; -// Ray, ray for raycasting -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; -// RayCollision, ray hit information -typedef struct RayCollision { - bool hit; // Did the ray hit something? - float distance; // Distance to the nearest hit - Vector3 point; // Point of the nearest hit - Vector3 normal; // Surface normal of hit -} RayCollision; -// BoundingBox -typedef struct BoundingBox { - Vector3 min; // Minimum vertex box-corner - Vector3 max; // Maximum vertex box-corner -} BoundingBox; -// Wave, audio wave data -typedef struct Wave { - 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; -// Opaque structs declaration -// NOTE: Actual structs are defined internally in raudio module -typedef struct rAudioBuffer rAudioBuffer; -typedef struct rAudioProcessor rAudioProcessor; -// AudioStream, custom audio stream -typedef struct AudioStream { - rAudioBuffer *buffer; // Pointer to internal data used by the audio system - rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects - 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 -typedef struct Sound { - AudioStream stream; // Audio stream - unsigned int frameCount; // Total number of frames (considering channels) -} Sound; -// Music, audio stream, anything longer than ~10 seconds should be streamed -typedef struct Music { - 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 -} Music; -// VrDeviceInfo, Head-Mounted-Display device parameters -typedef struct VrDeviceInfo { - int hResolution; // Horizontal resolution in pixels - int vResolution; // Vertical resolution in pixels - float hScreenSize; // Horizontal size in meters - float vScreenSize; // Vertical size in meters - float vScreenCenter; // Screen center in meters - float eyeToScreenDistance; // Distance between eye and display in meters - float lensSeparationDistance; // Lens separation distance in meters - float interpupillaryDistance; // IPD (distance between pupils) in meters - float lensDistortionValues[4]; // Lens distortion constant parameters - float chromaAbCorrection[4]; // Chromatic aberration correction parameters -} VrDeviceInfo; -// 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) - float leftLensCenter[2]; // VR left lens center - float rightLensCenter[2]; // VR right lens center - float leftScreenCenter[2]; // VR left screen center - float rightScreenCenter[2]; // VR right screen center - float scale[2]; // VR distortion scale - float scaleIn[2]; // VR distortion scale in -} VrStereoConfig; -// File path list -typedef struct FilePathList { - unsigned int capacity; // Filepaths max entries - unsigned int count; // Filepaths entries count - char **paths; // Filepaths entries -} FilePathList; -// Automation event -typedef struct AutomationEvent { - unsigned int frame; // Event frame - unsigned int type; // Event type (AutomationEventType) - int params[4]; // Event parameters (if required) -} AutomationEvent; -// Automation event list -typedef struct AutomationEventList { - unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS) - unsigned int count; // Events entries count - AutomationEvent *events; // Events entries -} AutomationEventList; -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// System/Window config flags -// NOTE: Every bit registers one state (use it with bit masks) -// By default all flags are set to 0 -typedef enum { - FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU - FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen - FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window - FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) - FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window - FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) - FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) - FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused - FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top - FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized - FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer - FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI - FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED - FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode - FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X - FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) -} ConfigFlags; -// Trace log level -// NOTE: Organized by priority level -typedef enum { - LOG_ALL = 0, // Display all logs - 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; -// Keyboard keys (US keyboard layout) -// NOTE: Use GetKeyPressed() to allow redefining -// required keys for alternative layouts -typedef enum { - KEY_NULL = 0, // Key: NULL, used for no key pressed - // Alphanumeric keys - 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: 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: 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: 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 -// Mouse buttons -typedef enum { - 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 forward (advanced mouse device) - MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) -} MouseButton; -// Mouse cursor -typedef enum { - 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 omnidirectional resize/move cursor shape - MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape -} MouseCursor; -// Gamepad buttons -typedef enum { - 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 { - 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, // 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; -// Shader location index -typedef enum { - 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; -// Shader uniform data type -typedef enum { - 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_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) - PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) - PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half 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 -// NOTE 1: Filtering considers mipmaps if available in the texture -// NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { - TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation - TEXTURE_FILTER_BILINEAR, // Linear filtering - TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x -} TextureFilter; -// 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 -} 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 a 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 (equirrectangular 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 -} 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_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha - BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) - BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) -} BlendMode; -// Gesture -// NOTE: Provided as bit-wise flags to enable only desired gestures -typedef enum { - 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, // 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, // Perspective projection - CAMERA_ORTHOGRAPHIC // Orthographic projection -} CameraProjection; -// N-patch layout -typedef enum { - NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles - NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles - NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles -} NPatchLayout; -// Callbacks to hook some internal functions -// WARNING: These 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, int *dataSize); // FileIO: Load binary data -typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // 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 - void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context - void CloseWindow(void); // Close window and unload OpenGL context - bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) - bool IsWindowReady(void); // Check if window has been initialized successfully - bool IsWindowFullscreen(void); // Check if window is currently fullscreen - bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) - bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) - bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) - bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) - bool IsWindowResized(void); // Check if window has been resized last frame - bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled - void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) - void ClearWindowState(unsigned int flags); // Clear window configuration state flags - void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) - void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) - void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) - void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) - void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) - void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) - void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) - void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) - void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) - void SetWindowMonitor(int monitor); // Set monitor for the current window - void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) - void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) - void SetWindowSize(int width, int height); // Set window dimensions - void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) - void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) - void *GetWindowHandle(void); // Get native window handle - int GetScreenWidth(void); // Get current screen width - int GetScreenHeight(void); // Get current screen height - int GetRenderWidth(void); // Get current render width (it considers HiDPI) - int GetRenderHeight(void); // Get current render height (it considers HiDPI) - int GetMonitorCount(void); // Get number of connected monitors - int GetCurrentMonitor(void); // Get current connected monitor - Vector2 GetMonitorPosition(int monitor); // Get specified monitor position - int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) - int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) - int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres - int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres - int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate - Vector2 GetWindowPosition(void); // Get window position XY on monitor - Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor - const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor - void SetClipboardText(const char *text); // Set clipboard text content - const char *GetClipboardText(void); // Get clipboard text content - void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling - void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling -// Cursor-related functions - void ShowCursor(void); // Shows cursor - void HideCursor(void); // Hides cursor - bool IsCursorHidden(void); // Check if cursor is not visible - void EnableCursor(void); // Enables cursor (unlock cursor) - void DisableCursor(void); // Disables cursor (lock cursor) - bool IsCursorOnScreen(void); // Check if cursor is on the screen -// Drawing-related functions - void ClearBackground(Color color); // Set background color (framebuffer clear color) - void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing - void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) - void EndMode2D(void); // Ends 2D mode with custom camera - void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) - void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode - void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture - void EndTextureMode(void); // Ends drawing to render texture - void BeginShaderMode(Shader shader); // Begin custom shader drawing - void EndShaderMode(void); // End custom shader drawing (use default shader) - void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) - void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) - void EndScissorMode(void); // End scissor mode - void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) - void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) -// VR stereo config functions for VR simulator - VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters - void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config -// Shader management functions -// NOTE: Shader functionality is not available on OpenGL 1.1 - Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations - Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations - bool IsShaderReady(Shader shader); // Check if a shader is ready - int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location - int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location - void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value - void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector - void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) - void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) - void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) -// Screen-space-related functions - Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position - Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) - Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix - Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position - Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position - Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position - Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position -// Timing-related functions - void SetTargetFPS(int fps); // Set target FPS (maximum) - float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) - double GetTime(void); // Get elapsed time in seconds since InitWindow() - int GetFPS(void); // Get current FPS -// 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 timing + PollInputEvents() -// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL - void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) - void PollInputEvents(void); // Register all input events - void WaitTime(double seconds); // Wait for some time (halt program execution) -// Random values generation functions - void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator - int GetRandomValue(int min, int max); // Get a random value between min and max (both included) - int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated - void UnloadRandomSequence(int *sequence); // Unload random values sequence -// Misc. functions - void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) - void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) - void OpenURL(const char *url); // Open URL with default system browser (if available) -// NOTE: Following functions implemented in module [utils] -//------------------------------------------------------------------ - void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) - void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level - void *MemAlloc(unsigned int size); // Internal memory allocator - void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator - void MemFree(void *ptr); // Internal memory free -// Set custom callbacks -// WARNING: Callbacks setup is intended for advance users - void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log - void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader - void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver - void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader - void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver -// Files management functions - unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) - void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() - bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success - bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success - char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string - void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() - bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success -//------------------------------------------------------------------ -// File system functions - bool FileExists(const char *fileName); // Check if file exists - bool DirectoryExists(const char *dirPath); // Check if a directory path exists - bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) - int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) - const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') - const char *GetFileName(const char *filePath); // Get pointer to filename for a path string - const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) - const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) - const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) - const char *GetWorkingDirectory(void); // Get current working directory (uses static string) - const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) - bool ChangeDirectory(const char *dir); // Change working directory, return true on success - bool IsPathFile(const char *path); // Check if a given path is a file or a directory - FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths - FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan - void UnloadDirectoryFiles(FilePathList files); // Unload filepaths - bool IsFileDropped(void); // Check if a file has been dropped into window - FilePathList LoadDroppedFiles(void); // Load dropped filepaths - void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths - long GetFileModTime(const char *fileName); // Get file modification time (last write time) -// Compression/Encoding functionality - unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() - unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() - char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() - unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() -// Automation events functionality - AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS - void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file - bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file - void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to - void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording - void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) - void StopAutomationEventRecording(void); // Stop recording automation events - void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ -// Input-related functions: keyboard - bool IsKeyPressed(int key); // Check if a key has been pressed once - bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) - bool IsKeyDown(int key); // Check if a key is being pressed - bool IsKeyReleased(int key); // Check if a key has been released once - bool IsKeyUp(int key); // Check if a key is NOT being pressed - int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty - int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty - void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -// Input-related functions: gamepads - bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available - const char *GetGamepadName(int gamepad); // Get gamepad internal name id - bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once - bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed - bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once - bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed - int GetGamepadButtonPressed(void); // Get the last gamepad button pressed - int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad - float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis - int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) -// Input-related functions: mouse - bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once - bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed - bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once - bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed - int GetMouseX(void); // Get mouse position X - int GetMouseY(void); // Get mouse position Y - Vector2 GetMousePosition(void); // Get mouse position XY - Vector2 GetMouseDelta(void); // Get mouse delta between frames - void SetMousePosition(int x, int y); // Set mouse position XY - void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset - void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling - float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger - Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y - void SetMouseCursor(int cursor); // Set mouse cursor -// Input-related functions: touch - int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) - int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) - Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) - int GetTouchPointId(int index); // Get touch point identifier for given index - int GetTouchPointCount(void); // Get number of touch points -//------------------------------------------------------------------------------------ -// Gestures and Touch Handling Functions (Module: rgestures) -//------------------------------------------------------------------------------------ - void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags - bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected - int GetGestureDetected(void); // Get latest detected gesture - float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds - Vector2 GetGestureDragVector(void); // Get gesture drag vector - float GetGestureDragAngle(void); // Get gesture drag angle - Vector2 GetGesturePinchVector(void); // Get gesture pinch delta - float GetGesturePinchAngle(void); // Get gesture pinch angle -//------------------------------------------------------------------------------------ -// Camera System Functions (Module: rcamera) -//------------------------------------------------------------------------------------ - void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode - void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation -//------------------------------------------------------------------------------------ -// Basic Shapes Drawing Functions (Module: shapes) -//------------------------------------------------------------------------------------ -// 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 - void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing -// Basic shapes drawing functions - void DrawPixel(int posX, int posY, Color color); // Draw a pixel - void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) - void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line - void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) - void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) - void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) - void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation - void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle - void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle - void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline - void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle - void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) - void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline - void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) - void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse - void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline - void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring - void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline - void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle - void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) - void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle - void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters - void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle - void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle - void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors - void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline - void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters - void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges - void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline - void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) - void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) - void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) - void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points - void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) - void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides - void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters -// Splines drawing functions - void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points - void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points - void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points - void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] - void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] - void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points - void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points - void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points - void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point - void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points -// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] - Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear - Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline - Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom - Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier - Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier -// Basic shapes collision detection functions - bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles - bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles - bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle - bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle - bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle - bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle - bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices - bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference - bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] - Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision -//------------------------------------------------------------------------------------ -// Texture Loading and Drawing Functions (Module: textures) -//------------------------------------------------------------------------------------ -// Image loading functions -// NOTE: These functions do not require GPU access - Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) - Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data - Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size - Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) - Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' - Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data - Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) - bool IsImageReady(Image image); // Check if an image is ready - void UnloadImage(Image image); // Unload image from CPU memory (RAM) - bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success - unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer - bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success -// Image generation functions - Image GenImageColor(int width, int height, Color color); // Generate image: plain color - Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient - Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient - Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient - Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked - Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise - Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise - Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells - Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data -// Image manipulation functions - Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) - Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece - Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) - Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) - void ImageFormat(Image *image, int newFormat); // Convert image data to desired format - void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) - void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle - void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value - void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color - void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image - void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel - void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation - void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) - void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) - void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color - void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image - void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - void ImageFlipVertical(Image *image); // Flip image vertically - void ImageFlipHorizontal(Image *image); // Flip image horizontally - void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) - void ImageRotateCW(Image *image); // Rotate image clockwise 90deg - void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg - void ImageColorTint(Image *image, Color color); // Modify image color: tint - void ImageColorInvert(Image *image); // Modify image color: invert - void ImageColorGrayscale(Image *image); // Modify image color: grayscale - void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) - void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) - void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color - Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) - Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) - void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() - void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() - Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle - 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) - void ImageClearBackground(Image *dst, Color color); // Clear image background with given color - void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image - void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) - void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image - void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) - void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image - void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) - void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image - void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) - void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image - void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) - void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image - void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image - void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) - void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) - void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) -// Texture loading functions -// NOTE: These functions require GPU access - Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) - Texture2D LoadTextureFromImage(Image image); // Load texture from image data - TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported - RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) - bool IsTextureReady(Texture2D texture); // Check if a texture is ready - void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) - bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready - void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) - void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data -// Texture configuration functions - void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture - void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode - void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode -// Texture drawing functions - void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D - void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 - void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters - void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle - 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 - 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 -// Color/pixel related functions - Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f - int ColorToInt(Color color); // Get hexadecimal value for a Color - Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] - Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] - Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] - Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] - Color ColorTint(Color color, Color tint); // Get color multiplied with another color - Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f - Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f - Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f - Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint - Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value - Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format - void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer - int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format -//------------------------------------------------------------------------------------ -// Font Loading and Text Drawing Functions (Module: text) -//------------------------------------------------------------------------------------ -// Font loading/unloading functions - Font GetFontDefault(void); // Get the default Font - Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) - Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set - Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) - Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' - bool IsFontReady(Font font); // Check if a font is ready - GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use - Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info - void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) - void UnloadFont(Font font); // Unload font from GPU memory (VRAM) - bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success -// Text drawing functions - void DrawFPS(int posX, int posY); // Draw current FPS - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters - 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) - void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) - void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) -// Text font info functions - void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font - int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found - GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found - Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found -// Text codepoints management functions (unicode characters) - char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array - void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array - int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter - void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory - int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string - int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) -// Text strings management functions (no UTF-8 strings, only byte chars) -// NOTE: Some strings allocate memory internally for returned strings, just be careful! - int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied - bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal - unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending - const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) - const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string - char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) - char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) - const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter - const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings - void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! - int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string - const char *TextToUpper(const char *text); // Get upper case version of provided string - const char *TextToLower(const char *text); // Get lower case version of provided string - const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string - int TextToInteger(const char *text); // Get integer value from text (negative values not supported) -//------------------------------------------------------------------------------------ -// Basic 3d Shapes Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ -// Basic geometric 3D shapes drawing functions - void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space - void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line - void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space - void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) - void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points - void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube - void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) - void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires - void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) - void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere - void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters - void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires - void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone - void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos - void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires - void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos - void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos - void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos - void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ - void DrawRay(Ray ray, Color color); // Draw a ray line - void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ -// Model management functions - Model LoadModel(const char *fileName); // Load model from files (meshes and materials) - Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) - bool IsModelReady(Model model); // Check if a model is ready - void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) - BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) -// Model drawing functions - void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) - void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters - void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) - 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 - void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture - void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source - 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 - void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids - void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index - void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU - void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform - void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms - bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success - BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits - void GenMeshTangents(Mesh *mesh); // Compute mesh tangents -// Mesh generation functions - Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh - Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) - Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh - Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) - Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) - Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh - Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh - Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh - Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh - Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data - Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data -// Material loading/unloading functions - Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file - Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) - bool IsMaterialReady(Material material); // Check if a material is ready - void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) - void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh -// Model animations loading/unloading functions - ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file - void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose - void UnloadModelAnimation(ModelAnimation anim); // Unload animation data - void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data - bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match -// Collision detection functions - bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres - bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes - bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere - RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere - RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box - RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh - RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle - 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) -//------------------------------------------------------------------------------------ -typedef void (*AudioCallback)(void *bufferData, unsigned int frames); -// Audio device management functions - void InitAudioDevice(void); // Initialize audio device and context - void CloseAudioDevice(void); // Close the audio device and context - bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully - void SetMasterVolume(float volume); // Set master volume (listener) - float GetMasterVolume(void); // Get master volume (listener) -// Wave/Sound loading/unloading functions - Wave LoadWave(const char *fileName); // Load wave data from file - Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' - bool IsWaveReady(Wave wave); // Checks if wave data is ready - Sound LoadSound(const char *fileName); // Load sound from file - Sound LoadSoundFromWave(Wave wave); // Load sound from wave data - Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data - bool IsSoundReady(Sound sound); // Checks if a sound is ready - void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data - void UnloadWave(Wave wave); // Unload wave data - void UnloadSound(Sound sound); // Unload sound - void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) - bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success - bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success -// Wave/Sound management functions - void PlaySound(Sound sound); // Play a sound - void StopSound(Sound sound); // Stop playing a sound - void PauseSound(Sound sound); // Pause a sound - void ResumeSound(Sound sound); // Resume a paused sound - bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing - void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) - void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) - void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) - Wave WaveCopy(Wave wave); // Copy a wave to a new wave - void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range - void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format - float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array - void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() -// Music management functions - Music LoadMusicStream(const char *fileName); // Load music stream from file - Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data - bool IsMusicReady(Music music); // Checks if a music stream is ready - void UnloadMusicStream(Music music); // Unload music stream - void PlayMusicStream(Music music); // Start music playing - bool IsMusicStreamPlaying(Music music); // Check if music is playing - void UpdateMusicStream(Music music); // Updates buffers for music streaming - void StopMusicStream(Music music); // Stop music playing - void PauseMusicStream(Music music); // Pause music playing - void ResumeMusicStream(Music music); // Resume playing paused music - void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) - void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) - void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) - void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) - float GetMusicTimeLength(Music music); // Get music time length (in seconds) - float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -// AudioStream management functions - AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) - bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready - void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory - void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data - bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill - void PlayAudioStream(AudioStream stream); // Play audio stream - void PauseAudioStream(AudioStream stream); // Pause audio stream - void ResumeAudioStream(AudioStream stream); // Resume audio stream - bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing - void StopAudioStream(AudioStream stream); // Stop audio stream - void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) - void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) - void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) - void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams - void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data - void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s - void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream - void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s - void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline \ No newline at end of file diff --git a/dynamic/raylib/raylib_modified.h b/dynamic/raylib/raylib_modified.h new file mode 120000 index 0000000..c9bb387 --- /dev/null +++ b/dynamic/raylib/raylib_modified.h @@ -0,0 +1 @@ +../../raylib/raylib.h.modified \ No newline at end of file diff --git a/setup.py b/setup.py index 3cfc693..b70592b 100644 --- a/setup.py +++ b/setup.py @@ -25,7 +25,7 @@ class BinaryDistribution(Distribution): # should be name="raylib"+NAME but then Git doesn't track dependants setup( - name="raylib", + name="raylib"+NAME, version=VERSION, description="Python CFFI bindings for Raylib", long_description=README,