diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index b627a47..47c2c09 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -187,3 +187,34 @@ jobs: with: name: wheel path: dist/* + + dynamic-distro: + runs-on: ubuntu-18.04 + + steps: + # Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it + - uses: actions/checkout@v2 + with: + submodules: recursive + + - name: Setup Python + uses: actions/setup-python@v2.2.2 + with: + # Version range or exact version of a Python version to use, using SemVer's version range syntax. + python-version: '3.9' + # The target architecture (x86, x64) of the Python interpreter. + architecture: x64 + + - name: Build raylib-python-cffi-dynamic + run: | + python -m pip install --upgrade pip + pip3 install cffi + pip3 install wheel + cd dynamic + python setup.py sdist + + - name: Upload build Artifact wheel + uses: actions/upload-artifact@v2.2.4 + with: + name: wheel + path: dynamic/dist/* diff --git a/MANIFEST.in b/MANIFEST.in index 01a8c26..9446b73 100644 --- a/MANIFEST.in +++ b/MANIFEST.in @@ -1,11 +1,8 @@ -include raylib/static/*.so -include raylib/static/*.pyi -include raylib/static/*.pyd -exclude raylib/static/*.a +include raylib/*.so +include raylib/*.pyi +include raylib/*.pyd +exclude raylib/*.a include raylib/*.h include raylib/*.pyi -exclude raylib/static/*.c -exclude raylib/static/*.o -include raylib/dynamic/*.dylib -include raylib/dynamic/*.dll -include raylib/dynamic/*.so \ No newline at end of file +exclude raylib/*.c +exclude raylib/*.o diff --git a/create_stub_pyray.py b/create_stub_pyray.py index e0c4b5a..61dc6b3 100644 --- a/create_stub_pyray.py +++ b/create_stub_pyray.py @@ -12,7 +12,7 @@ # # SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 -from raylib.static import rl, ffi +from raylib import rl, ffi from inspect import ismethod, getmembers, isbuiltin import inflection, sys, json diff --git a/create_stub_static.py b/create_stub_static.py index 789b42b..26631ec 100644 --- a/create_stub_static.py +++ b/create_stub_static.py @@ -12,7 +12,7 @@ # # SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 -from raylib.static import rl, ffi +from raylib import rl, ffi from inspect import ismethod, getmembers, isbuiltin import inflection, sys, json diff --git a/docs-src/dynamic.rst b/docs-src/dynamic.rst index 7e1935c..a383645 100644 --- a/docs-src/dynamic.rst +++ b/docs-src/dynamic.rst @@ -1,28 +1,42 @@ raylib.dynamic ============== -CFFI ABI dynamic bindings exist in order to avoid the need to compile a C extension module. - -See https://github.com/electronstudio/raylib-python-cffi/blob/master/test_static.py for how to use. - -Currently the github version may include bundled DLLs in ``raylib/dynamic`` but the pypi version requires a system installed Raylib. -You can put your own DLLs in ``raylib/dynamic`` if you prefer. - -If your system already has the Raylib library installed, you can set the environment variable ``USE_EXTERNAL_RAYLIB`` and it will -always be used instead of the bundled DLLs. - -If you want to build your own wheel with just raylib.dynamic and not even attempt to compile the static libraries, -the command is:: - - python3 setup_dynamic.py bdist_wheel - +CFFI ABI dynamic bindings avoid the need to compile a C extension module. They now been moved to a separate module:: + python3 -m pip install raylib_dll .. warning:: There have been some weird failures with dynamic bindings and ctypes bindings before and often the failures are silent - so you dont even know. Also the static bindings should be faster. Therefore I personally recommend the static ones. - But the dynamic bindings have the big advantage that you don't need to compile anything to install. You just need a Raylib DLL. + so you dont even know. Also the static bindings are faster. Therefore I personally recommend the static ones. + But the dynamic bindings have the advantage that you don't need to compile anything to install. You just need a Raylib DLL. -API is the same as raylib.static. \ No newline at end of file +API is exactly the same as the static one documented here. (Therefore you can't have both modules installed at once.) The only difference is you can't do:: + + from raylib import * + +Instead you have to do:: + + from raylib import raylib as rl + +Then you access the functions with ``rl.`` prefix. See + +See https://github.com/electronstudio/raylib-python-cffi/blob/master/dynamic/test_dynamic.py for an example. + + + +.. important:: + + If your system already has the Raylib library installed, you can set the environment variable ``USE_EXTERNAL_RAYLIB`` and it will + always be used instead of the bundled DLLs. + + + +.. note:: + + If you write a program using the ``rl.`` prefix on all the functions and then you decide you want to use + that same program with the static binding instead of the dynamic, you don't have to remove the ``rl``, + you can just do:: + + import raylib as rl diff --git a/dynamic/MANIFEST.in b/dynamic/MANIFEST.in new file mode 100644 index 0000000..92b837a --- /dev/null +++ b/dynamic/MANIFEST.in @@ -0,0 +1,13 @@ +include raylib/*.pyi +include raylib/*.pyd +exclude raylib/*.a +include raylib/*.h +include raylib/*.pyi +exclude raylib/*.c +exclude raylib/*.o +include raylib/*.dylib +include raylib/*.dll +include raylib/*.so +include raylib/32bit/*.dylib +include raylib/32bit/*.dll +include raylib/32bit/*.so \ No newline at end of file diff --git a/dynamic/README.md b/dynamic/README.md new file mode 100644 index 0000000..175ee4d --- /dev/null +++ b/dynamic/README.md @@ -0,0 +1 @@ +Dynamically linked version of Raylib Python CFFI diff --git a/raylib/dynamic/32bit/raylib.dll b/dynamic/raylib/32bit/raylib.dll similarity index 100% rename from raylib/dynamic/32bit/raylib.dll rename to dynamic/raylib/32bit/raylib.dll diff --git a/raylib/dynamic/__init__.py b/dynamic/raylib/__init__.py similarity index 93% rename from raylib/dynamic/__init__.py rename to dynamic/raylib/__init__.py index 7663b93..76234f8 100644 --- a/raylib/dynamic/__init__.py +++ b/dynamic/raylib/__init__.py @@ -23,7 +23,7 @@ import os import pathlib import platform -MODULE = pathlib.Path(__file__).parent.parent +MODULE = pathlib.Path(__file__).parent def raylib_library_path(): '''Return the full path of the raylib shared library @@ -31,7 +31,7 @@ def raylib_library_path(): then the library will be loaded from the system library paths. ''' def so_path(): - return str(MODULE / 'dynamic') if not 'USE_EXTERNAL_RAYLIB' in os.environ else '' + return str(MODULE) if not 'USE_EXTERNAL_RAYLIB' in os.environ else '' def so_name(): '''Returns the appropriate for the library on the current platform.''' lib_filenames = { diff --git a/dynamic/raylib/colors.py b/dynamic/raylib/colors.py new file mode 100644 index 0000000..468e7ef --- /dev/null +++ b/dynamic/raylib/colors.py @@ -0,0 +1,40 @@ +# Copyright (c) 2021 Richard Smith and others +# +# This program and the accompanying materials are made available under the +# terms of the Eclipse Public License 2.0 which is available at +# http://www.eclipse.org/legal/epl-2.0. +# +# This Source Code may also be made available under the following Secondary +# licenses when the conditions for such availability set forth in the Eclipse +# Public License, v. 2.0 are satisfied: GNU General Public License, version 2 +# with the GNU Classpath Exception which is +# available at https://www.gnu.org/software/classpath/license.html. +# +# SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 + +LIGHTGRAY =( 200, 200, 200, 255 ) +GRAY =( 130, 130, 130, 255 ) +DARKGRAY =( 80, 80, 80, 255 ) +YELLOW =( 253, 249, 0, 255 ) +GOLD =( 255, 203, 0, 255 ) +ORANGE =( 255, 161, 0, 255 ) +PINK =( 255, 109, 194, 255 ) +RED =( 230, 41, 55, 255 ) +MAROON =( 190, 33, 55, 255 ) +GREEN =( 0, 228, 48, 255 ) +LIME =( 0, 158, 47, 255 ) +DARKGREEN =( 0, 117, 44, 255 ) +SKYBLUE =( 102, 191, 255, 255 ) +BLUE =( 0, 121, 241, 255 ) +DARKBLUE =( 0, 82, 172, 255 ) +PURPLE =( 200, 122, 255, 255 ) +VIOLET =( 135, 60, 190, 255 ) +DARKPURPLE =( 112, 31, 126, 255 ) +BEIGE =( 211, 176, 131, 255 ) +BROWN =( 127, 106, 79, 255 ) +DARKBROWN =( 76, 63, 47, 255 ) +WHITE =( 255, 255, 255, 255 ) +BLACK =( 0, 0, 0, 255 ) +BLANK =( 0, 0, 0, 0 ) +MAGENTA =( 255, 0, 255, 255 ) +RAYWHITE =( 245, 245, 245, 255 ) \ No newline at end of file diff --git a/raylib/dynamic/libraylib.dylib b/dynamic/raylib/libraylib.dylib similarity index 100% rename from raylib/dynamic/libraylib.dylib rename to dynamic/raylib/libraylib.dylib diff --git a/raylib/dynamic/libraylib.so b/dynamic/raylib/libraylib.so similarity index 100% rename from raylib/dynamic/libraylib.so rename to dynamic/raylib/libraylib.so diff --git a/raylib/dynamic/raylib.dll b/dynamic/raylib/raylib.dll similarity index 100% rename from raylib/dynamic/raylib.dll rename to dynamic/raylib/raylib.dll diff --git a/dynamic/raylib/raylib_modified.h b/dynamic/raylib/raylib_modified.h new file mode 100644 index 0000000..a0e3b64 --- /dev/null +++ b/dynamic/raylib/raylib_modified.h @@ -0,0 +1,1399 @@ +/********************************************************************************************** +* +* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* +* FEATURES: +* - NO external dependencies, all required libraries included with raylib +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5. +* - Written in plain C code (C99) in PascalCase/camelCase notation +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) +* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) +* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) +* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! +* - Flexible Materials system, supporting classic maps and PBR maps +* - Animated 3D models supported (skeletal bones animation) (IQM, glTF) +* - Shaders support, including Model shaders and Postprocessing shaders +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) +* - VR stereo rendering with configurable HMD device parameters +* - Bindings to multiple programming languages available! +* +* NOTES: +* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2) +* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) +* +* DEPENDENCIES (included): +* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management +* +* OPTIONAL DEPENDENCIES (included): +* [core] msf_gif (Miles Fogle) for GIF recording +* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm +* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm +* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) +* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) +* [textures] stb_image_resize (Sean Barret) for image resizing algorithms +* [textures] stb_perlin (Sean Barret) for Perlin noise image generation +* [text] stb_truetype (Sean Barret) for ttf fonts loading +* [text] stb_rect_pack (Sean Barret) for rectangles packing +* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation +* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) +* [models] cgltf (Johannes Kuhlmann) for models loading (glTF) +* [raudio] dr_wav (David Reid) for WAV audio file loading +* [raudio] dr_flac (David Reid) for FLAC audio file loading +* [raudio] dr_mp3 (David Reid) for MP3 audio file loading +* [raudio] stb_vorbis (Sean Barret) for OGG audio loading +* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading +* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading +* +* +* LICENSE: zlib/libpng +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + + + +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// Vector4 type +typedef struct Vector4 { + float x; + float y; + float z; + float w; +} Vector4; + +// Quaternion type, same as Vector4 +typedef Vector4 Quaternion; + +// Matrix type (OpenGL style 4x4 - right handed, column major) +typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; +} Matrix; + +// Color type, RGBA (32bit) +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} Color; + +// Rectangle type +typedef struct Rectangle { + float x; + float y; + float width; + float height; +} Rectangle; + +// Image type, bpp always RGBA (32bit) +// NOTE: 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 type +// NOTE: Data stored in GPU memory +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 type, same as Texture +typedef Texture Texture2D; + +// TextureCubemap type, actually, same as Texture +typedef Texture TextureCubemap; + +// RenderTexture type, for texture rendering +typedef struct RenderTexture { + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture +} RenderTexture; + +// RenderTexture2D type, same as RenderTexture +typedef RenderTexture RenderTexture2D; + +// 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; + +// Font character info +typedef struct CharInfo { + int value; // Character value (Unicode) + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X + Image image; // Character image data +} CharInfo; + +// Font type, includes texture and charSet array data +typedef struct Font { + int baseSize; // Base size (default chars height) + int charsCount; // Number of characters + int charsPadding; // Padding around the chars + Texture2D texture; // Characters texture atlas + Rectangle *recs; // Characters rectangles in texture + CharInfo *chars; // Characters info data +} Font; + + +// Camera type, defines a camera 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 apperture 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 type, defines a 2d camera +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; + +// Vertex data definning a mesh +// NOTE: Data stored in CPU memory (and GPU) +typedef struct Mesh { + int vertexCount; // Number of vertices stored in arrays + int triangleCount; // Number of triangles stored (indexed or not) + + // Default vertex data + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// Vertex indices (in case vertex data comes indexed) + + // Animation vertex data + float *animVertices; // Animated vertex positions (after bones transformations) + float *animNormals; // Animated normals (after bones transformations) + int *boneIds; // Vertex 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 type (generic) +typedef struct Shader { + unsigned int id; // Shader program id + int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) +} Shader; + +// Material texture map +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value +} MaterialMap; + +// Material type (generic) +typedef struct Material { + Shader shader; // Material shader + MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) + float params[4]; // Material generic parameters (if required) +} Material; + +// Transformation properties +typedef struct Transform { + Vector3 translation; // Translation + Quaternion rotation; // Rotation + Vector3 scale; // Scale +} Transform; + +// Bone information +typedef struct BoneInfo { + char name[32]; // Bone name + int parent; // Bone parent +} BoneInfo; + +// Model type +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; + +// Model animation +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 +} ModelAnimation; + +// Ray type (useful for raycast) +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; + +// Raycast hit information +typedef struct RayHitInfo { + bool hit; // Did the ray hit something? + float distance; // Distance to nearest hit + Vector3 position; // Position of nearest hit + Vector3 normal; // Surface normal of hit +} RayHitInfo; + +// Bounding box type +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Wave type, defines audio wave data +typedef struct Wave { + unsigned int sampleCount; // Total number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + void *data; // Buffer data pointer +} Wave; + +typedef struct rAudioBuffer rAudioBuffer; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + rAudioBuffer *buffer; // Pointer to internal data used by the audio system + + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) +} AudioStream; + +// Sound source type +typedef struct Sound { + AudioStream stream; // Audio stream + unsigned int sampleCount; // Total number of samples +} Sound; + +// Music stream type (audio file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct Music { + AudioStream stream; // Audio stream + unsigned int sampleCount; // Total number of samples + bool looping; // Music looping enable + + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type +} Music; + +// 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; + +// 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; + +//---------------------------------------------------------------------------------- +// 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_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 +typedef enum { + LOG_ALL = 0, // Display all logs + LOG_TRACE, + LOG_DEBUG, + LOG_INFO, + LOG_WARNING, + LOG_ERROR, + LOG_FATAL, + 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, + // Alphanumeric keys + KEY_APOSTROPHE = 39, + KEY_COMMA = 44, + KEY_MINUS = 45, + KEY_PERIOD = 46, + KEY_SLASH = 47, + KEY_ZERO = 48, + KEY_ONE = 49, + KEY_TWO = 50, + KEY_THREE = 51, + KEY_FOUR = 52, + KEY_FIVE = 53, + KEY_SIX = 54, + KEY_SEVEN = 55, + KEY_EIGHT = 56, + KEY_NINE = 57, + KEY_SEMICOLON = 59, + KEY_EQUAL = 61, + KEY_A = 65, + KEY_B = 66, + KEY_C = 67, + KEY_D = 68, + KEY_E = 69, + KEY_F = 70, + KEY_G = 71, + KEY_H = 72, + KEY_I = 73, + KEY_J = 74, + KEY_K = 75, + KEY_L = 76, + KEY_M = 77, + KEY_N = 78, + KEY_O = 79, + KEY_P = 80, + KEY_Q = 81, + KEY_R = 82, + KEY_S = 83, + KEY_T = 84, + KEY_U = 85, + KEY_V = 86, + KEY_W = 87, + KEY_X = 88, + KEY_Y = 89, + KEY_Z = 90, + + // Function keys + KEY_SPACE = 32, + KEY_ESCAPE = 256, + KEY_ENTER = 257, + KEY_TAB = 258, + KEY_BACKSPACE = 259, + KEY_INSERT = 260, + KEY_DELETE = 261, + KEY_RIGHT = 262, + KEY_LEFT = 263, + KEY_DOWN = 264, + KEY_UP = 265, + KEY_PAGE_UP = 266, + KEY_PAGE_DOWN = 267, + KEY_HOME = 268, + KEY_END = 269, + KEY_CAPS_LOCK = 280, + KEY_SCROLL_LOCK = 281, + KEY_NUM_LOCK = 282, + KEY_PRINT_SCREEN = 283, + KEY_PAUSE = 284, + KEY_F1 = 290, + KEY_F2 = 291, + KEY_F3 = 292, + KEY_F4 = 293, + KEY_F5 = 294, + KEY_F6 = 295, + KEY_F7 = 296, + KEY_F8 = 297, + KEY_F9 = 298, + KEY_F10 = 299, + KEY_F11 = 300, + KEY_F12 = 301, + KEY_LEFT_SHIFT = 340, + KEY_LEFT_CONTROL = 341, + KEY_LEFT_ALT = 342, + KEY_LEFT_SUPER = 343, + KEY_RIGHT_SHIFT = 344, + KEY_RIGHT_CONTROL = 345, + KEY_RIGHT_ALT = 346, + KEY_RIGHT_SUPER = 347, + KEY_KB_MENU = 348, + KEY_LEFT_BRACKET = 91, + KEY_BACKSLASH = 92, + KEY_RIGHT_BRACKET = 93, + KEY_GRAVE = 96, + + // Keypad keys + KEY_KP_0 = 320, + KEY_KP_1 = 321, + KEY_KP_2 = 322, + KEY_KP_3 = 323, + KEY_KP_4 = 324, + KEY_KP_5 = 325, + KEY_KP_6 = 326, + KEY_KP_7 = 327, + KEY_KP_8 = 328, + KEY_KP_9 = 329, + KEY_KP_DECIMAL = 330, + KEY_KP_DIVIDE = 331, + KEY_KP_MULTIPLY = 332, + KEY_KP_SUBTRACT = 333, + KEY_KP_ADD = 334, + KEY_KP_ENTER = 335, + KEY_KP_EQUAL = 336, + // Android key buttons + KEY_BACK = 4, + KEY_MENU = 82, + KEY_VOLUME_UP = 24, + KEY_VOLUME_DOWN = 25 +} KeyboardKey; + +// Mouse buttons +typedef enum { + MOUSE_LEFT_BUTTON = 0, + MOUSE_RIGHT_BUTTON = 1, + MOUSE_MIDDLE_BUTTON = 2 +} MouseButton; + +// Mouse cursor +typedef enum { + MOUSE_CURSOR_DEFAULT = 0, + MOUSE_CURSOR_ARROW = 1, + MOUSE_CURSOR_IBEAM = 2, + MOUSE_CURSOR_CROSSHAIR = 3, + MOUSE_CURSOR_POINTING_HAND = 4, + MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape + MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape +} MouseCursor; + +// Gamepad buttons +typedef enum { + // This is here just for error checking + GAMEPAD_BUTTON_UNKNOWN = 0, + + // This is normally a DPAD + GAMEPAD_BUTTON_LEFT_FACE_UP, + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + GAMEPAD_BUTTON_LEFT_FACE_DOWN, + GAMEPAD_BUTTON_LEFT_FACE_LEFT, + + // This normally corresponds with PlayStation and Xbox controllers + // XBOX: [Y,X,A,B] + // PS3: [Triangle,Square,Cross,Circle] + // No support for 6 button controllers though.. + GAMEPAD_BUTTON_RIGHT_FACE_UP, + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + + // Triggers + GAMEPAD_BUTTON_LEFT_TRIGGER_1, + GAMEPAD_BUTTON_LEFT_TRIGGER_2, + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + + // These are buttons in the center of the gamepad + GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select + GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button + GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start + + // These are the joystick press in buttons + GAMEPAD_BUTTON_LEFT_THUMB, + GAMEPAD_BUTTON_RIGHT_THUMB +} GamepadButton; + +// Gamepad axis +typedef enum { + // Left stick + GAMEPAD_AXIS_LEFT_X = 0, + GAMEPAD_AXIS_LEFT_Y = 1, + + // Right stick + GAMEPAD_AXIS_RIGHT_X = 2, + GAMEPAD_AXIS_RIGHT_Y = 3, + + // Pressure levels for the back triggers + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level) + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) +} GamepadAxis; + +// Material map index +typedef enum { + MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_BRDG, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP +} MaterialMapIndex; + +#define MATERIAL_MAP_DIFFUSE 0 +#define MATERIAL_MAP_SPECULAR 1 + +// Shader location index +typedef enum { + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_NORMAL, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF +} ShaderLocationIndex; + +#define SHADER_LOC_MAP_DIFFUSE 15 +#define SHADER_LOC_MAP_SPECULAR 16 + +// Shader uniform data type +typedef enum { + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D +} ShaderUniformDataType; + +// Pixel formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} PixelFormat; + +// 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 aproximation + 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 an horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) +} CubemapLayout; + +// Font type, defines generation method +typedef enum { + FONT_DEFAULT = 0, // Default font generation, anti-aliased + FONT_BITMAP, // Bitmap font generation, no anti-aliasing + FONT_SDF // SDF font generation, requires external shader +} FontType; + +// Color blending modes (pre-defined) +typedef enum { + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) +} BlendMode; + +// Gestures +// NOTE: It could be used as flags to enable only some gestures +typedef enum { + GESTURE_NONE = 0, + GESTURE_TAP = 1, + GESTURE_DOUBLETAP = 2, + GESTURE_HOLD = 4, + GESTURE_DRAG = 8, + GESTURE_SWIPE_RIGHT = 16, + GESTURE_SWIPE_LEFT = 32, + GESTURE_SWIPE_UP = 64, + GESTURE_SWIPE_DOWN = 128, + GESTURE_PINCH_IN = 256, + GESTURE_PINCH_OUT = 512 +} Gestures; + +// Camera system modes +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON +} CameraMode; + +// Camera projection +typedef enum { + CAMERA_PERSPECTIVE = 0, + CAMERA_ORTHOGRAPHIC +} 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: This callbacks are intended for advance users + + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) +RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI void *GetWindowHandle(void); // Get native window handle +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height +RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current connected monitor +RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor +RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor +RLAPI void SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the current screen. + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +// Screen-space-related functions +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position + +// Timing-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() + +// Misc. functions +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) + +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level +RLAPI void *MemAlloc(int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator +RLAPI void MemFree(void *ptr); // Internal memory free + + + +// Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success +RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string +RLAPI void UnloadFileText(unsigned char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) +RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) + +RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm) +RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) + +// Persistent storage management +RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success +RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position) + +RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued + +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) +RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) + +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode + +RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) + +//------------------------------------------------------------------------------------ +// 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 +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); + +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point +RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) +RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides + +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI 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 +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image loading functions +// NOTE: This functions do not require GPU access +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success +RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient +RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells + +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) +RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle + +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image +RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI 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 +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) + +// Texture configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + +// Texture drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters +RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon + +// Color/pixel related functions +RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint +RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// Font loading/unloading functions +RLAPI Font GetFontDefault(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters +RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" +RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM) +RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits +RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, + int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) + +// Text misc. functions +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font + +// Text strings management functions (no utf8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) +RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) +RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter +RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string +RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string +RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) + +// UTF8 text strings management functions +RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters +RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string +RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure +RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Model loading/unloading functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) + +// Mesh loading/unloading functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success + +// Material loading/unloading functions +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +// Mesh manipulation functions +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model +RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) + +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) +RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) +RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array +RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams + diff --git a/setup_dynamic.py b/dynamic/setup.py similarity index 76% rename from setup_dynamic.py rename to dynamic/setup.py index 20e1f79..8c9df4a 100644 --- a/setup_dynamic.py +++ b/dynamic/setup.py @@ -12,23 +12,26 @@ README = (HERE / "README.md").read_text() # This call to setup() does all the work setup( name="raylib-dynamic", - version="3.7.0.post1", - description="Python CFFI bindings for Raylib", + version="3.7.0.post6", + description="Python CFFI bindings for Raylib DLL version", long_description=README, long_description_content_type="text/markdown", url="https://github.com/electronstudio/raylib-python-cffi", author="Electron Studio", author_email="github@electronstudio.co.uk", - license="LGPLv3+", + license="EPL-2.0", classifiers=[ - "License :: OSI Approved :: GNU Lesser General Public License v3 or later (LGPLv3+)", + "License :: OSI Approved :: Eclipse Public License 2.0 (EPL-2.0)", "Programming Language :: Python :: 3", + "Programming Language :: Python :: 3.10", "Programming Language :: Python :: 3.9", "Programming Language :: Python :: 3.8", "Programming Language :: Python :: 3.6", "Programming Language :: Python :: 3.7", ], - packages=["raylib", "raylib.dynamic"], + packages=["raylib"], include_package_data=True, install_requires=["cffi>=1.14.5","inflection"], ) + + diff --git a/test_dynamic.py b/dynamic/test_dynamic.py similarity index 96% rename from test_dynamic.py rename to dynamic/test_dynamic.py index 787a9ee..8d6e74c 100644 --- a/test_dynamic.py +++ b/dynamic/test_dynamic.py @@ -2,7 +2,7 @@ This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults. But it doesnt require any C compiler to build. """ -from raylib.dynamic import ffi, raylib as rl +from raylib import ffi, raylib as rl from raylib.colors import * rl.InitWindow(800, 450, b"Raylib dynamic binding test") diff --git a/examples/models/models_billboard.py b/examples/models/models_billboard.py index ae97fc9..4bcddc9 100644 --- a/examples/models/models_billboard.py +++ b/examples/models/models_billboard.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization diff --git a/examples/models/models_box_collisions.py b/examples/models/models_box_collisions.py index 86c9c72..7f7781a 100644 --- a/examples/models/models_box_collisions.py +++ b/examples/models/models_box_collisions.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization # -------------------------------------------------------------------------------------- diff --git a/examples/models/models_cubicmap.py b/examples/models/models_cubicmap.py index 4af0353..9738719 100644 --- a/examples/models/models_cubicmap.py +++ b/examples/models/models_cubicmap.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization diff --git a/examples/models/models_geometric_shapes.py b/examples/models/models_geometric_shapes.py index 3b7146b..fd90582 100644 --- a/examples/models/models_geometric_shapes.py +++ b/examples/models/models_geometric_shapes.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization diff --git a/examples/models/models_heightmap.py b/examples/models/models_heightmap.py index beac1ad..f226399 100644 --- a/examples/models/models_heightmap.py +++ b/examples/models/models_heightmap.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization #-------------------------------------------------------------------------------------- diff --git a/examples/models/models_obj_loading.py b/examples/models/models_obj_loading.py index 12de3c3..bec3fe6 100644 --- a/examples/models/models_obj_loading.py +++ b/examples/models/models_obj_loading.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * # Initialization #-------------------------------------------------------------------------------------- diff --git a/examples/shaders/rlmath.py b/examples/shaders/rlmath.py index f7ce86c..2909b2a 100644 --- a/examples/shaders/rlmath.py +++ b/examples/shaders/rlmath.py @@ -1,6 +1,6 @@ # just a few functions from raymath #from raylib.dynamic import raylib as rl, ffi -from raylib.static import rl, ffi +from raylib import rl, ffi import math #<<<<<<< HEAD diff --git a/examples/shaders/shaders_basic_lighting.py b/examples/shaders/shaders_basic_lighting.py index 7693ecc..793300c 100755 --- a/examples/shaders/shaders_basic_lighting.py +++ b/examples/shaders/shaders_basic_lighting.py @@ -30,7 +30,7 @@ #<<<<<<< HEAD #<<<<<<< HEAD #<<<<<<< HEAD -from raylib.static import rl, ffi +from raylib import rl, ffi #======= #from raylib.dynamic import raylib as rl, ffi #>>>>>>> ffe4403 (complete fog example) diff --git a/examples/shaders/shaders_fog.py b/examples/shaders/shaders_fog.py index ca9b103..84806a3 100755 --- a/examples/shaders/shaders_fog.py +++ b/examples/shaders/shaders_fog.py @@ -12,7 +12,7 @@ http://bedroomcoders.co.uk/raylib-fog/ #<<<<<<< HEAD #<<<<<<< HEAD #<<<<<<< HEAD -from raylib.static import rl, ffi +from raylib import rl, ffi #======= #from raylib.dynamic import raylib as rl, ffi #>>>>>>> ffe4403 (complete fog example) diff --git a/examples/shaders/shaders_texture_waves.py b/examples/shaders/shaders_texture_waves.py index aa2753b..91c1919 100755 --- a/examples/shaders/shaders_texture_waves.py +++ b/examples/shaders/shaders_texture_waves.py @@ -1,6 +1,6 @@ #!/usr/bin/env python3 -from raylib.static import rl, ffi +from raylib import rl, ffi from raylib.colors import * import math diff --git a/examples/textures/textures_bunnymark.py b/examples/textures/textures_bunnymark.py index aa78fcd..7898a47 100644 --- a/examples/textures/textures_bunnymark.py +++ b/examples/textures/textures_bunnymark.py @@ -9,7 +9,7 @@ # * # ********************************************************************************************/ -from raylib.static import * +from raylib import * MAX_BUNNIES = 500000 # This is the maximum amount of elements (quads) per batch diff --git a/examples/textures/textures_bunnymark_more_pythonic.py b/examples/textures/textures_bunnymark_more_pythonic.py index ab8cd27..3a9e11f 100644 --- a/examples/textures/textures_bunnymark_more_pythonic.py +++ b/examples/textures/textures_bunnymark_more_pythonic.py @@ -1,6 +1,6 @@ # Dont use C data structures when we can avoid it. Makes Pypy slightly faster. -from raylib.static import * +from raylib import * import random MAX_BUNNIES = 500000 diff --git a/make_docs.sh b/make_docs.sh index 0c6a3f5..e21a157 100755 --- a/make_docs.sh +++ b/make_docs.sh @@ -2,6 +2,6 @@ pip3 install sphinx-autoapi myst_parser sphinx_rtd_theme python3 create_stub_pyray.py > raylib/pyray.pyi -python3 create_stub_static.py >raylib/static/__init__.pyi +python3 create_stub_static.py >raylib/__init__.pyi cd docs-src make clean ; make html ; cp -a _build/html/. ../docs/ diff --git a/raylib/__init__.py b/raylib/__init__.py index 62f5329..eee90b6 100644 --- a/raylib/__init__.py +++ b/raylib/__init__.py @@ -1,5 +1,3 @@ -__version__ = "3.7.0.post6" - # Copyright (c) 2021 Richard Smith and others # # This program and the accompanying materials are made available under the @@ -14,5 +12,11 @@ __version__ = "3.7.0.post6" # # SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 -from raylib.static import * -from raylib.pyray import PyRay \ No newline at end of file +from ._raylib_cffi import ffi, lib as rl +from raylib._raylib_cffi.lib import * +from raylib.colors import * +import cffi +import sys +from raylib.pyray import PyRay + +print("RAYLIB STATIC LOADED", file=sys.stderr) diff --git a/raylib/static/__init__.pyi b/raylib/__init__.pyi similarity index 100% rename from raylib/static/__init__.pyi rename to raylib/__init__.pyi diff --git a/raylib/static/build.py b/raylib/build.py similarity index 86% rename from raylib/static/build.py rename to raylib/build.py index a6137df..c5428c3 100644 --- a/raylib/static/build.py +++ b/raylib/build.py @@ -25,9 +25,9 @@ ffibuilder = FFI() def build_linux(): print("BUILDING FOR LINUX") ffibuilder.cdef(open("raylib/raylib_modified.h").read().replace('RLAPI ', '')) - ffibuilder.set_source("raylib.static._raylib_cffi", + ffibuilder.set_source("raylib._raylib_cffi", """ - #include "../../raylib/raylib.h" + #include "../raylib/raylib.h" """, extra_link_args=['/usr/local/lib/libraylib.a','-lm', '-lpthread', '-lGLU', '-lGL', '-lrt', '-lm', '-ldl', '-lX11', '-lpthread'], libraries=['GL','m','pthread', 'dl', 'rt', 'X11'] @@ -38,9 +38,9 @@ def build_linux(): def build_windows(): print("BUILDING FOR WINDOWS") ffibuilder.cdef(open("raylib/raylib_modified.h").read().replace('RLAPI ', '').replace('bool','int')) - ffibuilder.set_source("raylib.static._raylib_cffi", + ffibuilder.set_source("raylib._raylib_cffi", """ - #include "../../../raylib/raylib.h" + #include "../../raylib/raylib.h" """, extra_link_args=['/NODEFAULTLIB:MSVCRTD'], libraries=['raylib', 'gdi32', 'shell32', 'user32','OpenGL32', 'winmm'], @@ -51,9 +51,9 @@ def build_windows(): def build_mac(): print("BUILDING FOR MAC") ffibuilder.cdef(open("raylib/raylib_modified.h").read().replace('RLAPI ', '')) - ffibuilder.set_source("raylib.static._raylib_cffi", + ffibuilder.set_source("raylib._raylib_cffi", """ - #include "../../raylib/raylib.h" // the C header of the library, supplied by us here + #include "../raylib/raylib.h" // the C header of the library, supplied by us here """, extra_link_args=['-lraylib', '-framework', 'OpenGL', '-framework', 'Cocoa', '-framework', 'IOKit', '-framework', 'CoreFoundation', '-framework', 'CoreVideo'], ) @@ -65,9 +65,9 @@ def build_mac(): def build_rpi_nox(): print("BUILDING FOR RASPBERRY PI") ffibuilder.cdef(open("raylib/raylib_modified.h").read().replace('RLAPI ', '')) - ffibuilder.set_source("raylib.static._raylib_cffi", + ffibuilder.set_source("raylib._raylib_cffi", """ - #include "../../raylib/raylib.h" + #include "../raylib/raylib.h" """, extra_link_args=['/usr/local/lib/libraylib.a', '/opt/vc/lib/libEGL_static.a', '/opt/vc/lib/libGLESv2_static.a', diff --git a/raylib/static/build_multi.sh b/raylib/build_multi.sh similarity index 100% rename from raylib/static/build_multi.sh rename to raylib/build_multi.sh diff --git a/raylib/static/build_multi_linux.sh b/raylib/build_multi_linux.sh similarity index 100% rename from raylib/static/build_multi_linux.sh rename to raylib/build_multi_linux.sh diff --git a/raylib/static/build_multi_rpi_nox.sh b/raylib/build_multi_rpi_nox.sh similarity index 100% rename from raylib/static/build_multi_rpi_nox.sh rename to raylib/build_multi_rpi_nox.sh diff --git a/raylib/pyray.py b/raylib/pyray.py index da9b6e9..2bf5c26 100644 --- a/raylib/pyray.py +++ b/raylib/pyray.py @@ -12,7 +12,7 @@ # # SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 -from .static import rl, ffi +from raylib import rl, ffi from .colors import * from inspect import ismethod,getmembers,isbuiltin import inflection diff --git a/raylib/static/__init__.py b/raylib/static/__init__.py deleted file mode 100644 index 06407ca..0000000 --- a/raylib/static/__init__.py +++ /dev/null @@ -1,21 +0,0 @@ -# Copyright (c) 2021 Richard Smith and others -# -# This program and the accompanying materials are made available under the -# terms of the Eclipse Public License 2.0 which is available at -# http://www.eclipse.org/legal/epl-2.0. -# -# This Source Code may also be made available under the following Secondary -# licenses when the conditions for such availability set forth in the Eclipse -# Public License, v. 2.0 are satisfied: GNU General Public License, version 2 -# with the GNU Classpath Exception which is -# available at https://www.gnu.org/software/classpath/license.html. -# -# SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 - -from ._raylib_cffi import ffi, lib as rl -from raylib.static._raylib_cffi.lib import * -from raylib.colors import * -import cffi -import sys - -print("RAYLIB STATIC LOADED", file=sys.stderr) diff --git a/setup.py b/setup.py index 99ec738..ed3abca 100644 --- a/setup.py +++ b/setup.py @@ -33,9 +33,9 @@ setup( "Programming Language :: Python :: 3.6", "Programming Language :: Python :: 3.7", ], - packages=["raylib", "raylib.dynamic", "raylib.static"], + packages=["raylib"], include_package_data=True, install_requires=["cffi>=1.14.5","inflection"], distclass=BinaryDistribution, - cffi_modules=["raylib/static/build.py:ffibuilder"] + cffi_modules=["raylib/build.py:ffibuilder"] ) diff --git a/test_static_with_prefix.py b/test_static_with_prefix.py new file mode 100644 index 0000000..887415f --- /dev/null +++ b/test_static_with_prefix.py @@ -0,0 +1,34 @@ +""" +This shows how to use the CFFI static (API) binding. It should be fast and code be as close as possible to original +C code. +""" + +import raylib as rl +from raylib import ffi +from raylib.colors import * + +rl.InitWindow(800, 450, b"Raylib dynamic binding test") +rl.SetTargetFPS(60) + +camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0]) +image = rl.LoadImage(b"examples/models/resources/heightmap.png") +texture = rl.LoadTextureFromImage(image) +mesh = rl.GenMeshHeightmap(image, [16, 8, 16]) +model = rl.LoadModelFromMesh(mesh) +print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ? +model.materials.maps[rl.MATERIAL_MAP_DIFFUSE].texture = texture + +rl.UnloadImage(image) +rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) + +while not rl.WindowShouldClose(): + rl.UpdateCamera(camera) + rl.BeginDrawing() + rl.ClearBackground(RAYWHITE) + rl.BeginMode3D(camera[0]) + rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED) + rl.DrawGrid(20, 1.0) + rl.EndMode3D() + rl.DrawText(b"This mesh should be textured", 190, 200, 20, VIOLET) + rl.EndDrawing() +rl.CloseWindow()