Sdl backend (#140)

* latest raylib version

* add libwayland-dev

* update headers

* add libxkbcommon-dev

* sdl

* sdl dl

* sdl dl

* sdl2 link flags

* remove glfw header

* try static sdl build

* try to set fpic

* install alsa etc before building sdl

* windows

* fix

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try mac

* try mac

* try mac

* try mac

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* update raylib

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* update to 5.5

* dont link x11 if using DRM

* update to fixed raylib version
This commit is contained in:
Richard Smith 2024-11-19 12:05:28 +00:00 committed by GitHub
parent d28fa38e9f
commit 9e5c9b7f9f
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
46 changed files with 4069 additions and 1472 deletions

File diff suppressed because it is too large Load diff

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@ -25,12 +25,13 @@ import sys
import subprocess
import time
RAYLIB_PLATFORM = os.getenv("RAYLIB_PLATFORM", "Desktop")
def check_raylib_installed():
return subprocess.run(['pkg-config', '--exists', 'raylib'], text=True, stdout=subprocess.PIPE).returncode == 0
def check_SDL_installed():
return subprocess.run(['pkg-config', '--exists', 'sdl2'], text=True, stdout=subprocess.PIPE).returncode == 0
def get_the_include_path():
return subprocess.run(['pkg-config', '--variable=includedir', 'raylib'], text=True,
@ -106,6 +107,9 @@ def build_unix():
if not check_raylib_installed():
raise Exception("ERROR: raylib not found by pkg-config. Please install pkg-config and Raylib.")
if RAYLIB_PLATFORM=="SDL" and not check_SDL_installed():
raise Exception("ERROR: SDL2 not found by pkg-config. Please install pkg-config and SDL2.")
raylib_h = get_the_include_path() + "/raylib.h"
rlgl_h = get_the_include_path() + "/rlgl.h"
raymath_h = get_the_include_path() + "/raymath.h"
@ -126,7 +130,7 @@ def build_unix():
"""
glfw3_h = get_the_include_path() + "/GLFW/glfw3.h"
if check_header_exists(glfw3_h):
if RAYLIB_PLATFORM=="Desktop" and check_header_exists(glfw3_h):
ffi_includes += """
#include "GLFW/glfw3.h"
"""
@ -154,7 +158,7 @@ def build_unix():
ffibuilder.cdef(pre_process_header(raygui_h))
if os.path.isfile(physac_h):
ffibuilder.cdef(pre_process_header(physac_h))
if os.path.isfile(glfw3_h):
if RAYLIB_PLATFORM=="Desktop" and os.path.isfile(glfw3_h):
ffibuilder.cdef(pre_process_header(glfw3_h))
@ -163,15 +167,28 @@ def build_unix():
extra_link_args = [get_the_lib_path() + '/libraylib.a', '-framework', 'OpenGL', '-framework', 'Cocoa',
'-framework', 'IOKit', '-framework', 'CoreFoundation', '-framework',
'CoreVideo']
if RAYLIB_PLATFORM=="SDL":
extra_link_args += ['/usr/local/lib/libSDL2.a', '-framework', 'CoreHaptics', '-framework', 'ForceFeedback',
'-framework', 'GameController']
libraries = []
extra_compile_args = ["-Wno-error=incompatible-function-pointer-types", "-D_CFFI_NO_LIMITED_API"]
else: #platform.system() == "Linux":
print("BUILDING FOR LINUX")
extra_link_args = get_lib_flags() + [ '-lm', '-lpthread', '-lGL',
'-lrt', '-lm', '-ldl', '-lX11', '-lpthread', '-latomic']
'-lrt', '-lm', '-ldl', '-lpthread', '-latomic']
if RAYLIB_PLATFORM=="SDL":
extra_link_args += ['-lX11','-lSDL2']
elif RAYLIB_PLATFORM=="DRM":
extra_link_args += ['-lEGL', '-lgbm']
else:
extra_link_args += ['-lX11']
extra_compile_args = ["-Wno-incompatible-pointer-types", "-D_CFFI_NO_LIMITED_API"]
libraries = ['GL', 'm', 'pthread', 'dl', 'rt', 'X11', 'atomic']
libraries = [] # Not sure why but we put them in extra_link_args instead so *shouldnt* be needed here
print("extra_link_args: "+str(extra_link_args))
print("extra_compile_args: "+str(extra_compile_args))
print("libraries: "+str(libraries))
ffibuilder.set_source("raylib._raylib_cffi",
ffi_includes,
py_limited_api=False,
@ -184,26 +201,41 @@ def build_unix():
def build_windows():
print("BUILDING FOR WINDOWS")
ffibuilder.cdef(open("raylib/raylib.h.modified").read())
ffibuilder.cdef(open("raylib/glfw3.h.modified").read())
if RAYLIB_PLATFORM=="Desktop":
ffibuilder.cdef(open("raylib/glfw3.h.modified").read())
ffibuilder.cdef(open("raylib/rlgl.h.modified").read())
ffibuilder.cdef(open("raylib/raygui.h.modified").read())
ffibuilder.cdef(open("raylib/physac.h.modified").read())
ffibuilder.cdef(open("raylib/raymath.h.modified").read())
ffibuilder.set_source("raylib._raylib_cffi", """
ffi_includes = """
#include "raylib.h"
#include "rlgl.h"
#include "rlgl.h"
#include "raymath.h"
#include "GLFW/glfw3.h"
"""
if RAYLIB_PLATFORM=="Desktop":
ffi_includes += """
#include "GLFW/glfw3.h"
"""
ffi_includes += """
#define RAYGUI_IMPLEMENTATION
#define RAYGUI_SUPPORT_RICONS
#include "raygui.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
""",
#include "physac.h"
"""
libraries = ['raylib', 'gdi32', 'shell32', 'user32', 'OpenGL32', 'winmm']
if RAYLIB_PLATFORM=="SDL":
libraries += ['SDL2']
print("libraries: "+str(libraries))
ffibuilder.set_source("raylib._raylib_cffi", ffi_includes,
extra_link_args=['/NODEFAULTLIB:MSVCRTD'],
extra_compile_args="/D_CFFI_NO_LIMITED_API",
extra_compile_args=["/D_CFFI_NO_LIMITED_API"],
py_limited_api=False,
libraries=['raylib', 'gdi32', 'shell32', 'user32', 'OpenGL32', 'winmm'],
libraries=libraries,
include_dirs=['D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src',
'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src\\external\\glfw\\include',
'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raygui\\src',

View file

@ -1,9 +1,9 @@
import raylib
RAYLIB_VERSION_MAJOR: int = 5
RAYLIB_VERSION_MINOR: int = 0
RAYLIB_VERSION_MINOR: int = 5
RAYLIB_VERSION_PATCH: int = 0
RAYLIB_VERSION: str = "5.0"
RAYLIB_VERSION: str = "5.5"
PI: float = 3.141592653589793
DEG2RAD = PI / 180.0
RAD2DEG = 180.0 / PI
@ -15,7 +15,7 @@ MATERIAL_MAP_SPECULAR = raylib.MATERIAL_MAP_METALNESS
SHADER_LOC_MAP_DIFFUSE = raylib.SHADER_LOC_MAP_ALBEDO
SHADER_LOC_MAP_SPECULAR = raylib.SHADER_LOC_MAP_METALNESS
EPSILON: float = 1e-06
RLGL_VERSION: str = "4.5"
RLGL_VERSION: str = "5.0"
RL_DEFAULT_BATCH_BUFFER_ELEMENTS: int = 8192
RL_DEFAULT_BATCH_BUFFERS: int = 1
RL_DEFAULT_BATCH_DRAWCALLS: int = 256
@ -86,6 +86,17 @@ RL_BLEND_SRC_RGB: int = 32969
RL_BLEND_DST_ALPHA: int = 32970
RL_BLEND_SRC_ALPHA: int = 32971
RL_BLEND_COLOR: int = 32773
RL_READ_FRAMEBUFFER: int = 36008
RL_DRAW_FRAMEBUFFER: int = 36009
RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION: int = 0
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD: int = 1
RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL: int = 2
RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR: int = 3
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT: int = 4
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2: int = 5
RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES: int = 6
RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS: int = 7
RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS: int = 8
RL_SHADER_LOC_MAP_DIFFUSE = raylib.RL_SHADER_LOC_MAP_ALBEDO
RL_SHADER_LOC_MAP_SPECULAR = raylib.RL_SHADER_LOC_MAP_METALNESS
GL_SHADING_LANGUAGE_VERSION: int = 35724
@ -102,6 +113,8 @@ GL_COMPRESSED_RGBA_ASTC_4x4_KHR: int = 37808
GL_COMPRESSED_RGBA_ASTC_8x8_KHR: int = 37815
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: int = 34047
GL_TEXTURE_MAX_ANISOTROPY_EXT: int = 34046
GL_PROGRAM_POINT_SIZE: int = 34370
GL_LINE_WIDTH: int = 2849
GL_UNSIGNED_SHORT_5_6_5: int = 33635
GL_UNSIGNED_SHORT_5_5_5_1: int = 32820
GL_UNSIGNED_SHORT_4_4_4_4: int = 32819
@ -113,19 +126,22 @@ RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL: str = "vertexNormal"
RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR: str = "vertexColor"
RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT: str = "vertexTangent"
RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2: str = "vertexTexCoord2"
RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS: str = "vertexBoneIds"
RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS: str = "vertexBoneWeights"
RL_DEFAULT_SHADER_UNIFORM_NAME_MVP: str = "mvp"
RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW: str = "matView"
RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION: str = "matProjection"
RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL: str = "matModel"
RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL: str = "matNormal"
RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR: str = "colDiffuse"
RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES: str = "boneMatrices"
RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0: str = "texture0"
RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1: str = "texture1"
RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2: str = "texture2"
RAYGUI_VERSION_MAJOR: int = 4
RAYGUI_VERSION_MINOR: int = 0
RAYGUI_VERSION_MINOR: int = 5
RAYGUI_VERSION_PATCH: int = 0
RAYGUI_VERSION: str = "4.0"
RAYGUI_VERSION: str = "4.5-dev"
SCROLLBAR_LEFT_SIDE: int = 0
SCROLLBAR_RIGHT_SIDE: int = 1
RAYGUI_ICON_SIZE: int = 16
@ -149,6 +165,7 @@ RAYGUI_PANEL_BORDER_WIDTH: int = 1
RAYGUI_TABBAR_ITEM_WIDTH: int = 160
RAYGUI_MIN_SCROLLBAR_WIDTH: int = 40
RAYGUI_MIN_SCROLLBAR_HEIGHT: int = 40
RAYGUI_MIN_MOUSE_WHEEL_SPEED: int = 20
RAYGUI_TOGGLEGROUP_MAX_ITEMS: int = 32
RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN: int = 40
RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY: int = 1
@ -423,12 +440,14 @@ GLFW_CONTEXT_RELEASE_BEHAVIOR: int = 139273
GLFW_CONTEXT_NO_ERROR: int = 139274
GLFW_CONTEXT_CREATION_API: int = 139275
GLFW_SCALE_TO_MONITOR: int = 139276
GLFW_SCALE_FRAMEBUFFER: int = 139277
GLFW_COCOA_RETINA_FRAMEBUFFER: int = 143361
GLFW_COCOA_FRAME_NAME: int = 143362
GLFW_COCOA_GRAPHICS_SWITCHING: int = 143363
GLFW_X11_CLASS_NAME: int = 147457
GLFW_X11_INSTANCE_NAME: int = 147458
GLFW_WIN32_KEYBOARD_MENU: int = 151553
GLFW_WIN32_SHOWDEFAULT: int = 151554
GLFW_WAYLAND_APP_ID: int = 155649
GLFW_NO_API: int = 0
GLFW_OPENGL_API: int = 196609
@ -461,6 +480,8 @@ GLFW_ANGLE_PLATFORM_TYPE_D3D9: int = 225284
GLFW_ANGLE_PLATFORM_TYPE_D3D11: int = 225285
GLFW_ANGLE_PLATFORM_TYPE_VULKAN: int = 225287
GLFW_ANGLE_PLATFORM_TYPE_METAL: int = 225288
GLFW_WAYLAND_PREFER_LIBDECOR: int = 229377
GLFW_WAYLAND_DISABLE_LIBDECOR: int = 229378
GLFW_ANY_POSITION: int = 2147483648
GLFW_ARROW_CURSOR: int = 221185
GLFW_IBEAM_CURSOR: int = 221186
@ -480,6 +501,7 @@ GLFW_PLATFORM: int = 327683
GLFW_COCOA_CHDIR_RESOURCES: int = 331777
GLFW_COCOA_MENUBAR: int = 331778
GLFW_X11_XCB_VULKAN_SURFACE: int = 335873
GLFW_WAYLAND_LIBDECOR: int = 339969
GLFW_ANY_PLATFORM: int = 393216
GLFW_PLATFORM_WIN32: int = 393217
GLFW_PLATFORM_COCOA: int = 393218

View file

@ -136,7 +136,7 @@ class KeyboardKey(IntEnum):
KEY_KP_ENTER = 335
KEY_KP_EQUAL = 336
KEY_BACK = 4
KEY_MENU = 82
KEY_MENU = 5
KEY_VOLUME_UP = 24
KEY_VOLUME_DOWN = 25
@ -230,6 +230,9 @@ class ShaderLocationIndex(IntEnum):
SHADER_LOC_MAP_IRRADIANCE = 23
SHADER_LOC_MAP_PREFILTER = 24
SHADER_LOC_MAP_BRDF = 25
SHADER_LOC_VERTEX_BONEIDS = 26
SHADER_LOC_VERTEX_BONEWEIGHTS = 27
SHADER_LOC_BONE_MATRICES = 28
class ShaderUniformDataType(IntEnum):
SHADER_UNIFORM_FLOAT = 0
@ -294,7 +297,6 @@ class CubemapLayout(IntEnum):
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4
CUBEMAP_LAYOUT_PANORAMA = 5
class FontType(IntEnum):
FONT_DEFAULT = 0
@ -433,6 +435,8 @@ class GuiComboBoxProperty(IntEnum):
class GuiDropdownBoxProperty(IntEnum):
ARROW_PADDING = 16
DROPDOWN_ITEMS_SPACING = 17
DROPDOWN_ARROW_HIDDEN = 18
DROPDOWN_ROLL_UP = 19
class GuiTextBoxProperty(IntEnum):
TEXT_READONLY = 16
@ -446,6 +450,7 @@ class GuiListViewProperty(IntEnum):
LIST_ITEMS_SPACING = 17
SCROLLBAR_WIDTH = 18
SCROLLBAR_SIDE = 19
LIST_ITEMS_BORDER_WIDTH = 20
class GuiColorPickerProperty(IntEnum):
COLOR_SELECTOR_SIZE = 16
@ -675,15 +680,15 @@ class GuiIconName(IntEnum):
ICON_FOLDER = 217
ICON_FILE = 218
ICON_SAND_TIMER = 219
ICON_220 = 220
ICON_221 = 221
ICON_222 = 222
ICON_223 = 223
ICON_224 = 224
ICON_225 = 225
ICON_226 = 226
ICON_227 = 227
ICON_228 = 228
ICON_WARNING = 220
ICON_HELP_BOX = 221
ICON_INFO_BOX = 222
ICON_PRIORITY = 223
ICON_LAYERS_ISO = 224
ICON_LAYERS2 = 225
ICON_MLAYERS = 226
ICON_MAPS = 227
ICON_HOT = 228
ICON_229 = 229
ICON_230 = 230
ICON_231 = 231

View file

@ -169,9 +169,11 @@
*
* @ingroup input
* @{ */
/*! @ingroup input
*/
/*! @} */
/*! @defgroup keys Keyboard keys
* @brief Keyboard key IDs.
/*! @defgroup keys Keyboard key tokens
* @brief Keyboard key tokens.
*
* See [key input](@ref input_key) for how these are used.
*
@ -193,7 +195,6 @@
* @ingroup input
* @{
*/
/* The unknown key */
/* Printable keys */
/* Function keys */
/*! @} */
@ -420,11 +421,11 @@
*/
/*! @brief Platform unavailable or no matching platform was found.
*
* If emitted during initialization, no matching platform was found. If @ref
* GLFW_PLATFORM is set to `GLFW_ANY_PLATFORM`, GLFW could not detect any of the
* platforms supported by this library binary, except for the Null platform. If set to
* a specific platform, it is either not supported by this library binary or GLFW was not
* able to detect it.
* If emitted during initialization, no matching platform was found. If the @ref
* GLFW_PLATFORM init hint was set to `GLFW_ANY_PLATFORM`, GLFW could not detect any of
* the platforms supported by this library binary, except for the Null platform. If the
* init hint was set to a specific platform, it is either not supported by this library
* binary or GLFW was not able to detect it.
*
* If emitted by a native access function, GLFW was initialized for a different platform
* than the function is for.
@ -640,8 +641,14 @@
/*! @brief Window content area scaling window
* [window hint](@ref GLFW_SCALE_TO_MONITOR).
*/
/*! @brief macOS specific
* [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint).
/*! @brief Window framebuffer scaling
* [window hint](@ref GLFW_SCALE_FRAMEBUFFER_hint).
*/
/*! @brief Legacy name for compatibility.
*
* This is an alias for the
* [GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint) window hint for
* compatibility with earlier versions.
*/
/*! @brief macOS specific
* [window hint](@ref GLFW_COCOA_FRAME_NAME_hint).
@ -655,6 +662,8 @@
/*! @brief X11 specific
* [window hint](@ref GLFW_X11_CLASS_NAME_hint).
*/
/*! @brief Win32 specific [window hint](@ref GLFW_WIN32_SHOWDEFAULT_hint).
*/
/*! @brief Wayland specific
* [window hint](@ref GLFW_WAYLAND_APP_ID_hint).
*
@ -703,11 +712,11 @@
* @note @macos This shape is provided by a private system API and may fail
* with @ref GLFW_CURSOR_UNAVAILABLE in the future.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*
* @note @wayland This shape is provided by a newer standard not supported by
* all cursor themes.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*/
/*! @brief The top-right to bottom-left diagonal resize/move arrow shape.
*
@ -717,11 +726,11 @@
* @note @macos This shape is provided by a private system API and may fail
* with @ref GLFW_CURSOR_UNAVAILABLE in the future.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*
* @note @wayland This shape is provided by a newer standard not supported by
* all cursor themes.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*/
/*! @brief The omni-directional resize/move cursor shape.
*
@ -733,11 +742,11 @@
* The operation-not-allowed shape. This is usually a circle with a diagonal
* line through it.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*
* @note @wayland This shape is provided by a newer standard not supported by
* all cursor themes.
*
* @note @x11 This shape is provided by a newer standard not supported by all
* cursor themes.
*/
/*! @brief Legacy name for compatibility.
*
@ -778,6 +787,10 @@
*
* X11 specific [init hint](@ref GLFW_X11_XCB_VULKAN_SURFACE_hint).
*/
/*! @brief Wayland specific init hint.
*
* Wayland specific [init hint](@ref GLFW_WAYLAND_LIBDECOR_hint).
*/
/*! @} */
/*! @addtogroup init
* @{ */
@ -860,16 +873,25 @@ typedef struct GLFWcursor GLFWcursor;
* or `NULL` if allocation failed. Note that not all parts of GLFW handle allocation
* failures gracefully yet.
*
* This function may be called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the
* library is no longer flagged as initialized.
* This function must support being called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the library is no
* longer flagged as initialized.
*
* Any memory allocated by this function will be deallocated during library
* termination or earlier.
* Any memory allocated via this function will be deallocated via the same allocator
* during library termination or earlier.
*
* Any memory allocated via this function must be suitably aligned for any object type.
* If you are using C99 or earlier, this alignment is platform-dependent but will be the
* same as what `malloc` provides. If you are using C11 or later, this is the value of
* `alignof(max_align_t)`.
*
* The size will always be greater than zero. Allocations of size zero are filtered out
* before reaching the custom allocator.
*
* If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY.
*
* This function must not call any GLFW function.
*
* @param[in] size The minimum size, in bytes, of the memory block.
* @param[in] user The user-defined pointer from the allocator.
* @return The address of the newly allocated memory block, or `NULL` if an
@ -880,7 +902,8 @@ typedef struct GLFWcursor GLFWcursor;
*
* @reentrancy This function should not call any GLFW function.
*
* @thread_safety This function may be called from any thread that calls GLFW functions.
* @thread_safety This function must support being called from any thread that calls GLFW
* functions.
*
* @sa @ref init_allocator
* @sa @ref GLFWallocator
@ -902,16 +925,26 @@ typedef void* (* GLFWallocatefun)(size_t size, void* user);
* `NULL` if allocation failed. Note that not all parts of GLFW handle allocation
* failures gracefully yet.
*
* This function may be called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the
* library is no longer flagged as initialized.
* This function must support being called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the library is no
* longer flagged as initialized.
*
* Any memory allocated by this function will be deallocated during library
* termination or earlier.
* Any memory allocated via this function will be deallocated via the same allocator
* during library termination or earlier.
*
* Any memory allocated via this function must be suitably aligned for any object type.
* If you are using C99 or earlier, this alignment is platform-dependent but will be the
* same as what `realloc` provides. If you are using C11 or later, this is the value of
* `alignof(max_align_t)`.
*
* The block address will never be `NULL` and the size will always be greater than zero.
* Reallocations of a block to size zero are converted into deallocations. Reallocations
* of `NULL` to a non-zero size are converted into regular allocations.
* Reallocations of a block to size zero are converted into deallocations before reaching
* the custom allocator. Reallocations of `NULL` to a non-zero size are converted into
* regular allocations before reaching the custom allocator.
*
* If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY.
*
* This function must not call any GLFW function.
*
* @param[in] block The address of the memory block to reallocate.
* @param[in] size The new minimum size, in bytes, of the memory block.
@ -924,7 +957,8 @@ typedef void* (* GLFWallocatefun)(size_t size, void* user);
*
* @reentrancy This function should not call any GLFW function.
*
* @thread_safety This function may be called from any thread that calls GLFW functions.
* @thread_safety This function must support being called from any thread that calls GLFW
* functions.
*
* @sa @ref init_allocator
* @sa @ref GLFWallocator
@ -945,13 +979,17 @@ typedef void* (* GLFWreallocatefun)(void* block, size_t size, void* user);
* This function may deallocate the specified memory block. This memory block
* will have been allocated with the same allocator.
*
* This function may be called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the
* library is no longer flagged as initialized.
* This function must support being called during @ref glfwInit but before the library is
* flagged as initialized, as well as during @ref glfwTerminate after the library is no
* longer flagged as initialized.
*
* The block address will never be `NULL`. Deallocations of `NULL` are filtered out
* before reaching the custom allocator.
*
* If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY.
*
* This function must not call any GLFW function.
*
* @param[in] block The address of the memory block to deallocate.
* @param[in] user The user-defined pointer from the allocator.
*
@ -960,7 +998,8 @@ typedef void* (* GLFWreallocatefun)(void* block, size_t size, void* user);
*
* @reentrancy This function should not call any GLFW function.
*
* @thread_safety This function may be called from any thread that calls GLFW functions.
* @thread_safety This function must support being called from any thread that calls GLFW
* functions.
*
* @sa @ref init_allocator
* @sa @ref GLFWallocator
@ -1503,7 +1542,10 @@ typedef struct GLFWgamepadstate
*/
float axes[6];
} GLFWgamepadstate;
/*! @brief
/*! @brief Custom heap memory allocator.
*
* This describes a custom heap memory allocator for GLFW. To set an allocator, pass it
* to @ref glfwInitAllocator before initializing the library.
*
* @sa @ref init_allocator
* @sa @ref glfwInitAllocator
@ -1514,9 +1556,21 @@ typedef struct GLFWgamepadstate
*/
typedef struct GLFWallocator
{
/*! The memory allocation function. See @ref GLFWallocatefun for details about
* allocation function.
*/
GLFWallocatefun allocate;
/*! The memory reallocation function. See @ref GLFWreallocatefun for details about
* reallocation function.
*/
GLFWreallocatefun reallocate;
/*! The memory deallocation function. See @ref GLFWdeallocatefun for details about
* deallocation function.
*/
GLFWdeallocatefun deallocate;
/*! The user pointer for this custom allocator. This value will be passed to the
* allocator functions.
*/
void* user;
} GLFWallocator;
/*************************************************************************
@ -1558,6 +1612,13 @@ typedef struct GLFWallocator
* and dock icon can be disabled entirely with the @ref GLFW_COCOA_MENUBAR init
* hint.
*
* @remark __Wayland, X11:__ If the library was compiled with support for both
* Wayland and X11, and the @ref GLFW_PLATFORM init hint is set to
* `GLFW_ANY_PLATFORM`, the `XDG_SESSION_TYPE` environment variable affects
* which platform is picked. If the environment variable is not set, or is set
* to something other than `wayland` or `x11`, the regular detection mechanism
* will be used instead.
*
* @remark @x11 This function will set the `LC_CTYPE` category of the
* application locale according to the current environment if that category is
* still "C". This is because the "C" locale breaks Unicode text input.
@ -1643,8 +1704,12 @@ typedef struct GLFWallocator
* To use the default allocator, call this function with a `NULL` argument.
*
* If you specify an allocator struct, every member must be a valid function
* pointer. If any member is `NULL`, this function emits @ref
* GLFW_INVALID_VALUE and the init allocator is unchanged.
* pointer. If any member is `NULL`, this function will emit @ref
* GLFW_INVALID_VALUE and the init allocator will be unchanged.
*
* The functions in the allocator must fulfil a number of requirements. See the
* documentation for @ref GLFWallocatefun, @ref GLFWreallocatefun and @ref
* GLFWdeallocatefun for details.
*
* @param[in] allocator The allocator to use at the next initialization, or
* `NULL` to use the default one.
@ -1952,9 +2017,10 @@ typedef struct GLFWallocator
* specified monitor.
*
* Some platforms do not provide accurate monitor size information, either
* because the monitor
* [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
* data is incorrect or because the driver does not report it accurately.
* because the monitor [EDID][] data is incorrect or because the driver does
* not report it accurately.
*
* [EDID]: https://en.wikipedia.org/wiki/Extended_display_identification_data
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
@ -2000,6 +2066,9 @@ typedef struct GLFWallocator
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @wayland Fractional scaling information is not yet available for
* monitors, so this function only returns integer content scales.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_scale
@ -2189,11 +2258,11 @@ typedef struct GLFWallocator
* @param[in] monitor The monitor whose gamma ramp to set.
* @param[in] gamma The desired exponent.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_INVALID_VALUE,
* @ref GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
*
* @remark @wayland Gamma handling is a privileged protocol, this function
* will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
*
* @thread_safety This function must only be called from the main thread.
*
@ -2212,11 +2281,11 @@ typedef struct GLFWallocator
* @return The current gamma ramp, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_PLATFORM_ERROR
* and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
*
* @remark @wayland Gamma handling is a privileged protocol, this function
* will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR while
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE while
* returning `NULL`.
*
* @pointer_lifetime The returned structure and its arrays are allocated and
@ -2250,8 +2319,8 @@ typedef struct GLFWallocator
* @param[in] monitor The monitor whose gamma ramp to set.
* @param[in] ramp The gamma ramp to use.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_PLATFORM_ERROR
* and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
*
* @remark The size of the specified gamma ramp should match the size of the
* current ramp for that monitor.
@ -2259,7 +2328,7 @@ typedef struct GLFWallocator
* @remark @win32 The gamma ramp size must be 256.
*
* @remark @wayland Gamma handling is a privileged protocol, this function
* will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
*
* @pointer_lifetime The specified gamma ramp is copied before this function
* returns.
@ -2427,8 +2496,8 @@ typedef struct GLFWallocator
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
* GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
* GLFW_PLATFORM_ERROR.
* GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*
* @remark @win32 Window creation will fail if the Microsoft GDI software
* OpenGL implementation is the only one available.
@ -2450,23 +2519,35 @@ typedef struct GLFWallocator
* @remark @macos The GLFW window has no icon, as it is not a document
* window, but the dock icon will be the same as the application bundle's icon.
* For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
* in the Mac Developer Library.
* [Bundle Programming Guide][bundle-guide] in the Mac Developer Library.
*
* [bundle-guide]: https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/
*
* @remark @macos On OS X 10.10 and later the window frame will not be rendered
* at full resolution on Retina displays unless the
* [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)
* [GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint)
* hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the
* application bundle's `Info.plist`. For more information, see
* [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
* in the Mac Developer Library. The GLFW test and example programs use
* a custom `Info.plist` template for this, which can be found as
* `CMake/Info.plist.in` in the source tree.
* [High Resolution Guidelines for OS X][hidpi-guide] in the Mac Developer
* Library. The GLFW test and example programs use a custom `Info.plist`
* template for this, which can be found as `CMake/Info.plist.in` in the source
* tree.
*
* [hidpi-guide]: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html
*
* @remark @macos When activating frame autosaving with
* [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified
* window size and position may be overridden by previously saved values.
*
* @remark @wayland GLFW uses [libdecor][] where available to create its window
* decorations. This in turn uses server-side XDG decorations where available
* and provides high quality client-side decorations on compositors like GNOME.
* If both XDG decorations and libdecor are unavailable, GLFW falls back to
* a very simple set of window decorations that only support moving, resizing
* and the window manager's right-click menu.
*
* [libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor
*
* @remark @x11 Some window managers will not respect the placement of
* initially hidden windows.
*
@ -2483,20 +2564,6 @@ typedef struct GLFWallocator
* [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to
* override this.
*
* @remark @wayland Compositors should implement the xdg-decoration protocol
* for GLFW to decorate the window properly. If this protocol isn't
* supported, or if the compositor prefers client-side decorations, a very
* simple fallback frame will be drawn using the wp_viewporter protocol. A
* compositor can still emit close, maximize or fullscreen events, using for
* instance a keybind mechanism. If neither of these protocols is supported,
* the window won't be decorated.
*
* @remark @wayland A full screen window will not attempt to change the mode,
* no matter what the requested size or refresh rate.
*
* @remark @wayland Screensaver inhibition requires the idle-inhibit protocol
* to be implemented in the user's compositor.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_creation
@ -2575,6 +2642,37 @@ typedef struct GLFWallocator
* @ingroup window
*/
void glfwSetWindowShouldClose(GLFWwindow* window, int value);
/*! @brief Returns the title of the specified window.
*
* This function returns the window title, encoded as UTF-8, of the specified
* window. This is the title set previously by @ref glfwCreateWindow
* or @ref glfwSetWindowTitle.
*
* @param[in] window The window to query.
* @return The UTF-8 encoded window title, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark The returned title is currently a copy of the title last set by @ref
* glfwCreateWindow or @ref glfwSetWindowTitle. It does not include any
* additional text which may be appended by the platform or another program.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetWindowTitle or @ref glfwSetWindowTitle, or until the library is
* terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_title
* @sa @ref glfwSetWindowTitle
*
* @since Added in version 3.4.
*
* @ingroup window
*/
const char* glfwGetWindowTitle(GLFWwindow* window);
/*! @brief Sets the title of the specified window.
*
* This function sets the window title, encoded as UTF-8, of the specified
@ -2592,6 +2690,7 @@ typedef struct GLFWallocator
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_title
* @sa @ref glfwGetWindowTitle
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
@ -2630,8 +2729,9 @@ typedef struct GLFWallocator
* @remark @macos Regular windows do not have icons on macOS. This function
* will emit @ref GLFW_FEATURE_UNAVAILABLE. The dock icon will be the same as
* the application bundle's icon. For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
* in the Mac Developer Library.
* [Bundle Programming Guide][bundle-guide] in the Mac Developer Library.
*
* [bundle-guide]: https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/
*
* @remark @wayland There is no existing protocol to change an icon, the
* window will thus inherit the one defined in the application's desktop file.
@ -2849,9 +2949,6 @@ typedef struct GLFWallocator
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @wayland A full screen window will not attempt to change the mode,
* no matter what the requested size.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_size
@ -3172,11 +3269,11 @@ typedef struct GLFWallocator
*
* @param[in] window The window to give input focus.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @wayland It is not possible for an application to set the input
* focus. This function will emit @ref GLFW_FEATURE_UNAVAILABLE.
* @remark @wayland The compositor will likely ignore focus requests unless
* another window created by the same application already has input focus.
*
* @thread_safety This function must only be called from the main thread.
*
@ -3278,9 +3375,6 @@ typedef struct GLFWallocator
* @remark @wayland The desired window position is ignored, as there is no way
* for an application to set this property.
*
* @remark @wayland Setting the window to full screen will not attempt to
* change the mode, no matter what the requested size or refresh rate.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_monitor
@ -3351,11 +3445,15 @@ typedef struct GLFWallocator
* @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
* GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_PLATFORM_ERROR and @ref
* GLFW_FEATURE_UNAVAILABLE (see remarks).
*
* @remark Calling @ref glfwGetWindowAttrib will always return the latest
* value, even if that value is ignored by the current mode of the window.
*
* @remark @wayland The [GLFW_FLOATING](@ref GLFW_FLOATING_attrib) window attribute is
* not supported. Setting this will emit @ref GLFW_FEATURE_UNAVAILABLE.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_attribs
@ -4011,8 +4109,8 @@ typedef struct GLFWallocator
* @param[in] scancode The scancode of the key to query.
* @return The UTF-8 encoded, layout-specific name of the key, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_VALUE, @ref GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @remark The contents of the returned string may change when a keyboard
* layout change event is received.
@ -4033,15 +4131,18 @@ typedef struct GLFWallocator
*
* This function returns the platform-specific scancode of the specified key.
*
* If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this
* method will return `-1`.
* If the specified [key token](@ref keys) corresponds to a physical key not
* supported on the current platform then this method will return `-1`.
* Calling this function with anything other than a key token will return `-1`
* and generate a @ref GLFW_INVALID_ENUM error.
*
* @param[in] key Any [named key](@ref keys).
* @return The platform-specific scancode for the key, or `-1` if an
* [error](@ref error_handling) occurred.
* @param[in] key Any [key token](@ref keys).
* @return The platform-specific scancode for the key, or `-1` if the key is
* not supported on the current platform or an [error](@ref error_handling)
* occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
*
* @thread_safety This function may be called from any thread.
*
@ -4178,11 +4279,11 @@ typedef struct GLFWallocator
* @param[in] ypos The desired y-coordinate, relative to the top edge of the
* content area.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
*
* @remark @wayland This function will only work when the cursor mode is
* `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.
* `GLFW_CURSOR_DISABLED`, otherwise it will emit @ref GLFW_FEATURE_UNAVAILABLE.
*
* @thread_safety This function must only be called from the main thread.
*
@ -4341,9 +4442,9 @@ typedef struct GLFWallocator
* [character callback](@ref glfwSetCharCallback) instead.
*
* When a window loses input focus, it will generate synthetic key release
* events for all pressed keys. You can tell these events from user-generated
* events by the fact that the synthetic ones are generated after the focus
* loss event has been processed, i.e. after the
* events for all pressed keys with associated key tokens. You can tell these
* events from user-generated events by the fact that the synthetic ones are
* generated after the focus loss event has been processed, i.e. after the
* [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
*
* The scancode of a key is specific to that platform or sometimes even to that
@ -4617,8 +4718,6 @@ typedef struct GLFWallocator
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark @wayland File drop is currently unimplemented.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref path_drop
@ -5071,6 +5170,11 @@ typedef struct GLFWallocator
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @win32 The clipboard on Windows has a single global lock for reading and
* writing. GLFW tries to acquire it a few times, which is almost always enough. If it
* cannot acquire the lock then this function emits @ref GLFW_PLATFORM_ERROR and returns.
* It is safe to try this multiple times.
*
* @pointer_lifetime The specified string is copied before this function
* returns.
*
@ -5098,6 +5202,11 @@ typedef struct GLFWallocator
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_FORMAT_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
*
* @remark @win32 The clipboard on Windows has a single global lock for reading and
* writing. GLFW tries to acquire it a few times, which is almost always enough. If it
* cannot acquire the lock then this function emits @ref GLFW_PLATFORM_ERROR and returns.
* It is safe to try this multiple times.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
@ -5215,12 +5324,15 @@ typedef struct GLFWallocator
* thread.
*
* This function makes the OpenGL or OpenGL ES context of the specified window
* current on the calling thread. A context must only be made current on
* a single thread at a time and each thread can have only a single current
* context at a time.
* current on the calling thread. It can also detach the current context from
* the calling thread without making a new one current by passing in `NULL`.
*
* When moving a context between threads, you must make it non-current on the
* old thread before making it current on the new one.
* A context must only be made current on a single thread at a time and each
* thread can have only a single current context at a time. Making a context
* current detaches any previously current context on the calling thread.
*
* When moving a context between threads, you must detach it (make it
* non-current) on the old thread before making it current on the new one.
*
* By default, making a context non-current implicitly forces a pipeline flush.
* On machines that support `GL_KHR_context_flush_control`, you can control
@ -5235,6 +5347,10 @@ typedef struct GLFWallocator
* @param[in] window The window whose context to make current, or `NULL` to
* detach the current context.
*
* @remarks If the previously current context was created via a different
* context creation API than the one passed to this function, GLFW will still
* detach the previous one from its API before making the new one current.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raygui v4.0 - A simple and easy-to-use immediate-mode gui library
* raygui v4.5-dev - A simple and easy-to-use immediate-mode gui library
*
* DESCRIPTION:
* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also
@ -26,7 +26,7 @@
* NOTES:
* - WARNING: GuiLoadStyle() and GuiLoadStyle{Custom}() functions, allocate memory for
* font atlas recs and glyphs, freeing that memory is (usually) up to the user,
* no unload function is explicitly provided... but note that GuiLoadStyleDefaulf() unloads
* no unload function is explicitly provided... but note that GuiLoadStyleDefault() unloads
* by default any previously loaded font (texture, recs, glyphs).
* - Global UI alpha (guiAlpha) is applied inside GuiDrawRectangle() and GuiDrawText() functions
*
@ -136,11 +136,29 @@
*
* #define RAYGUI_DEBUG_RECS_BOUNDS
* Draw control bounds rectangles for debug
*
*
* #define RAYGUI_DEBUG_TEXT_BOUNDS
* Draw text bounds rectangles for debug
*
* VERSIONS HISTORY:
* 4.5-dev (Sep-2024) Current dev version...
* ADDED: guiControlExclusiveMode and guiControlExclusiveRec for exclusive modes
* ADDED: GuiValueBoxFloat()
* ADDED: GuiDropdonwBox() properties: DROPDOWN_ARROW_HIDDEN, DROPDOWN_ROLL_UP
* ADDED: GuiListView() property: LIST_ITEMS_BORDER_WIDTH
* ADDED: Multiple new icons
* REVIEWED: GuiTabBar(), close tab with mouse middle button
* REVIEWED: GuiScrollPanel(), scroll speed proportional to content
* REVIEWED: GuiDropdownBox(), support roll up and hidden arrow
* REVIEWED: GuiTextBox(), cursor position initialization
* REVIEWED: GuiSliderPro(), control value change check
* REVIEWED: GuiGrid(), simplified implementation
* REVIEWED: GuiIconText(), increase buffer size and reviewed padding
* REVIEWED: GuiDrawText(), improved wrap mode drawing
* REVIEWED: GuiScrollBar(), minor tweaks
* REVIEWED: Functions descriptions, removed wrong return value reference
* REDESIGNED: GuiColorPanel(), improved HSV <-> RGBA convertion
*
* 4.0 (12-Sep-2023) ADDED: GuiToggleSlider()
* ADDED: GuiColorPickerHSV() and GuiColorPanelHSV()
* ADDED: Multiple new icons, mostly compiler related
@ -246,7 +264,7 @@
* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
*
* DEPENDENCIES:
* raylib 4.6-dev Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing
* raylib 5.0 - Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing
*
* STANDALONE MODE:
* By default raygui depends on raylib mostly for the inputs and the drawing functionality but that dependency can be disabled
@ -291,7 +309,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2024 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.
@ -431,11 +449,11 @@ typedef enum {
TEXT_ALIGNMENT_VERTICAL, // Text vertical alignment inside text bounds (after border and padding)
TEXT_WRAP_MODE // Text wrap-mode inside text bounds
//TEXT_DECORATION // Text decoration: 0-None, 1-Underline, 2-Line-through, 3-Overline
//TEXT_DECORATION_THICK // Text decoration line thikness
//TEXT_DECORATION_THICK // Text decoration line thickness
} GuiDefaultProperty;
// Other possible text properties:
// TEXT_WEIGHT // Normal, Italic, Bold -> Requires specific font change
// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING...
// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING...
// Label
//typedef enum { } GuiLabelProperty;
// Button/Spinner
@ -474,7 +492,9 @@ typedef enum {
// DropdownBox
typedef enum {
ARROW_PADDING = 16, // DropdownBox arrow separation from border and items
DROPDOWN_ITEMS_SPACING // DropdownBox items separation
DROPDOWN_ITEMS_SPACING, // DropdownBox items separation
DROPDOWN_ARROW_HIDDEN, // DropdownBox arrow hidden
DROPDOWN_ROLL_UP // DropdownBox roll up flag (default rolls down)
} GuiDropdownBoxProperty;
// TextBox/TextBoxMulti/ValueBox/Spinner
typedef enum {
@ -491,6 +511,7 @@ typedef enum {
LIST_ITEMS_SPACING, // ListView items separation
SCROLLBAR_WIDTH, // ListView scrollbar size (usually width)
SCROLLBAR_SIDE, // ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE)
LIST_ITEMS_BORDER_WIDTH // ListView items border width
} GuiListViewProperty;
// ColorPicker
typedef enum {
@ -545,26 +566,27 @@ typedef enum {
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active); // Tab Bar control, returns TAB to be closed or -1
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view); // Scroll Panel control
// Basic controls set
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiLabel(Rectangle bounds, const char *text); // Label control, shows text
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiLabel(Rectangle bounds, const char *text); // Label control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control, returns true when active
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control, returns active toggle index
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control, returns true when clicked
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, returns true when clicked
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiCheckBox(Rectangle bounds, const char *text, bool *checked); // Check Box control, returns true when active
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control, returns selected item index
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiValueBoxFloat(Rectangle bounds, const char *text, char *textValue, float *value, bool editMode); // Value box control for float values
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control, returns selected value
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control, returns selected value
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control, shows current progress value
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control, returns mouse cell position
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control
// Advance controls set
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control, returns selected list item index
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus); // List View with extended parameters
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive); // Text Input Box control, ask for text, supports secret
@ -573,7 +595,7 @@ typedef enum {
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha); // Color Bar Alpha control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiColorBarHue(Rectangle bounds, const char *text, float *value); // Color Bar Hue control
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Picker control that avoids conversion to RGB on each call (multiple color controls)
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that returns HSV color value, used by GuiColorPickerHSV()
/* Functions defined as 'extern' by default (implicit specifiers)*/ int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()
//----------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Icons enumeration
@ -799,15 +821,15 @@ typedef enum {
ICON_FOLDER = 217,
ICON_FILE = 218,
ICON_SAND_TIMER = 219,
ICON_220 = 220,
ICON_221 = 221,
ICON_222 = 222,
ICON_223 = 223,
ICON_224 = 224,
ICON_225 = 225,
ICON_226 = 226,
ICON_227 = 227,
ICON_228 = 228,
ICON_WARNING = 220,
ICON_HELP_BOX = 221,
ICON_INFO_BOX = 222,
ICON_PRIORITY = 223,
ICON_LAYERS_ISO = 224,
ICON_LAYERS2 = 225,
ICON_MLAYERS = 226,
ICON_MAPS = 227,
ICON_HOT = 228,
ICON_229 = 229,
ICON_230 = 230,
ICON_231 = 231,

View file

@ -1,22 +1,22 @@
/**********************************************************************************************
*
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite 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)
* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, 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)
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
@ -27,29 +27,35 @@
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
* [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
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
*
*
* LICENSE: zlib/libpng
@ -57,7 +63,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2024 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.
@ -75,8 +81,9 @@
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
// Function specifiers in case library is build/used as a shared library (Windows)
// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
@ -224,8 +231,10 @@ typedef struct Mesh {
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
@ -282,7 +291,7 @@ typedef struct ModelAnimation {
// Ray, ray for raycasting
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
Vector3 direction; // Ray direction (normalized)
} Ray;
// RayCollision, ray hit information
typedef struct RayCollision {
@ -335,7 +344,6 @@ typedef struct VrDeviceInfo {
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
@ -522,7 +530,7 @@ typedef enum {
KEY_KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
KEY_BACK = 4, // Key: Android back button
KEY_MENU = 82, // Key: Android menu button
KEY_MENU = 5, // Key: Android menu button
KEY_VOLUME_UP = 24, // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey;
@ -559,12 +567,12 @@ typedef enum {
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
@ -622,7 +630,10 @@ typedef enum {
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
} ShaderLocationIndex;
// Shader uniform data type
typedef enum {
@ -695,8 +706,7 @@ typedef enum {
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
} CubemapLayout;
// Font type, defines generation method
typedef enum {
@ -732,11 +742,11 @@ typedef enum {
} Gesture;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0, // Custom camera
CAMERA_FREE, // Free camera
CAMERA_ORBITAL, // Orbital camera
CAMERA_FIRST_PERSON, // First person camera
CAMERA_THIRD_PERSON // Third person camera
CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
CAMERA_FREE, // Camera free mode
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
CAMERA_FIRST_PERSON, // Camera first person
CAMERA_THIRD_PERSON // Camera third person
} CameraMode;
// Camera projection
typedef enum {
@ -750,7 +760,7 @@ typedef enum {
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout;
// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
// WARNING: These callbacks are intended for advanced users
typedef void (*TraceLogCallback)(int logLevel, const char *text, void * args); // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
@ -769,36 +779,36 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
bool IsWindowReady(void); // Check if window has been initialized successfully
bool IsWindowFullscreen(void); // Check if window is currently fullscreen
bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
bool IsWindowHidden(void); // Check if window is currently hidden
bool IsWindowMinimized(void); // Check if window is currently minimized
bool IsWindowMaximized(void); // Check if window is currently maximized
bool IsWindowFocused(void); // Check if window is currently focused
bool IsWindowResized(void); // Check if window has been resized last frame
bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
void SetWindowState(unsigned int flags); // Set window configuration state using flags
void ClearWindowState(unsigned int flags); // Clear window configuration state flags
void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
void MaximizeWindow(void); // Set window state: maximized, if resizable
void MinimizeWindow(void); // Set window state: minimized, if resizable
void RestoreWindow(void); // Set window state: not minimized/maximized
void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
void SetWindowTitle(const char *title); // Set title for window
void SetWindowPosition(int x, int y); // Set window position on screen
void SetWindowMonitor(int monitor); // Set monitor for the current window
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowSize(int width, int height); // Set window dimensions
void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
void SetWindowFocused(void); // Set window focused
void *GetWindowHandle(void); // Get native window handle
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
int GetRenderWidth(void); // Get current render width (it considers HiDPI)
int GetRenderHeight(void); // Get current render height (it considers HiDPI)
int GetMonitorCount(void); // Get number of connected monitors
int GetCurrentMonitor(void); // Get current connected monitor
int GetCurrentMonitor(void); // Get current monitor where window is placed
Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
@ -810,6 +820,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
void SetClipboardText(const char *text); // Set clipboard text content
const char *GetClipboardText(void); // Get clipboard text content
Image GetClipboardImage(void); // Get clipboard image content
void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
@ -844,7 +855,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// NOTE: Shader functionality is not available on OpenGL 1.1
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
bool IsShaderReady(Shader shader); // Check if a shader is ready
bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -853,20 +864,21 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
// Timing-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
double GetTime(void); // Get elapsed time in seconds since InitWindow()
int GetFPS(void); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// NOTE: Those functions are intended for advanced users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
@ -889,7 +901,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
void MemFree(void *ptr); // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
// WARNING: Callbacks setup is intended for advanced users
void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
@ -916,10 +928,12 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
bool ChangeDirectory(const char *dir); // Change working directory, return true on success
bool IsPathFile(const char *path); // Check if a given path is a file or a directory
bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
bool IsFileDropped(void); // Check if a file has been dropped into window
FilePathList LoadDroppedFiles(void); // Load dropped filepaths
@ -930,9 +944,12 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality
AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
@ -944,7 +961,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
bool IsKeyPressed(int key); // Check if a key has been pressed once
bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
bool IsKeyDown(int key); // Check if a key is being pressed
bool IsKeyReleased(int key); // Check if a key has been released once
bool IsKeyUp(int key); // Check if a key is NOT being pressed
@ -962,6 +979,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse
bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
@ -989,7 +1007,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
float GetGestureHoldDuration(void); // Get gesture hold time in seconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@ -1006,18 +1024,20 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
@ -1029,26 +1049,27 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@ -1064,12 +1085,13 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
@ -1078,12 +1100,12 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// NOTE: These functions do not require GPU access
Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
bool IsImageReady(Image image); // Check if an image is ready
bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@ -1101,6 +1123,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// Image manipulation functions
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
@ -1111,6 +1134,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
@ -1140,6 +1164,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
@ -1148,6 +1173,11 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@ -1157,9 +1187,9 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
Texture2D LoadTextureFromImage(Image image); // Load texture from image data
TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
bool IsTextureReady(Texture2D texture); // Check if a texture is ready
bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@ -1175,8 +1205,9 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
int ColorToInt(Color color); // Get hexadecimal value for a Color
int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
@ -1186,6 +1217,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
@ -1196,10 +1228,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// Font loading/unloading functions
Font GetFontDefault(void); // Get the default Font
Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
bool IsFontReady(Font font); // Check if a font is ready
bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -1236,7 +1268,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
@ -1245,7 +1277,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
const char *TextToUpper(const char *text); // Get upper case version of provided string
const char *TextToLower(const char *text); // Get lower case version of provided string
const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
float TextToFloat(const char *text); // Get float value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
@ -1254,7 +1289,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
@ -1277,7 +1312,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// Model management functions
Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
bool IsModelReady(Model model); // Check if a model is ready
bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
@ -1285,8 +1320,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
@ -1295,9 +1332,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
// Mesh generation functions
Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
@ -1313,13 +1351,14 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
// Material loading/unloading functions
Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
bool IsMaterialReady(Material material); // Check if a material is ready
bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
@ -1345,11 +1384,11 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Wave/Sound loading/unloading functions
Wave LoadWave(const char *fileName); // Load wave data from file
Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
bool IsWaveReady(Wave wave); // Checks if wave data is ready
bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
Sound LoadSound(const char *fileName); // Load sound from file
Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
bool IsSoundReady(Sound sound); // Checks if a sound is ready
bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
@ -1366,14 +1405,14 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
Music LoadMusicStream(const char *fileName); // Load music stream from file
Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
bool IsMusicReady(Music music); // Checks if a music stream is ready
bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
void UnloadMusicStream(Music music); // Unload music stream
void PlayMusicStream(Music music); // Start music playing
bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -1389,7 +1428,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
@ -1403,7 +1442,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

View file

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
*
* CONVENTIONS:
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@ -12,7 +12,7 @@
* - Functions are always self-contained, no function use another raymath function inside,
* required code is directly re-implemented inside
* - Functions input parameters are always received by value (2 unavoidable exceptions)
* - Functions use always a "result" variable for return
* - Functions use always a "result" variable for return (except C++ operators)
* - Functions are always defined inline
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
* - No compound literals used to make sure libray is compatible with C++
@ -26,10 +26,12 @@
* #define RAYMATH_STATIC_INLINE
* This may use up lots of memory.
*
* #define RAYMATH_DISABLE_CPP_OPERATORS
* Disables C++ operator overloads for raymath types.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2015-2024 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.
@ -99,14 +101,21 @@ inline /* Functions may be inlined or external definition used*/ Vector2 Vector2
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Normalize(Vector2 v);// Transforms a Vector2 by a given Matrix
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Transform(Vector2 v, Matrix mat);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);// Calculate reflected vector to normal
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Reflect(Vector2 v, Vector2 normal);// Rotate vector by angle
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Reflect(Vector2 v, Vector2 normal);// Get min value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Min(Vector2 v1, Vector2 v2);// Get max value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Max(Vector2 v1, Vector2 v2);// Rotate vector by angle
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Rotate(Vector2 v, float angle);// Move Vector towards target
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);// Invert the given vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Invert(Vector2 v);// Clamp the components of the vector between
// min and max values specified by the given vectors
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);// Clamp the magnitude of the vector between two min and max values
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2ClampValue(Vector2 v, float min, float max);// Check whether two given vectors are almost equal
inline /* Functions may be inlined or external definition used*/ int Vector2Equals(Vector2 p, Vector2 q);//----------------------------------------------------------------------------------
inline /* Functions may be inlined or external definition used*/ int Vector2Equals(Vector2 p, Vector2 q);// Compute the direction of a refracted ray
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Refract(Vector2 v, Vector2 n, float r);//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
@ -136,8 +145,11 @@ inline /* Functions may be inlined or external definition used*/ Vector3 Vector3
inline /* Functions may be inlined or external definition used*/ void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);// Transforms a Vector3 by a given Matrix
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Transform(Vector3 v, Matrix mat);// Transform a vector by quaternion rotation
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);// Rotates a vector around an axis
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);// Calculate reflected vector to normal
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);// Move Vector towards target
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);// Calculate cubic hermite interpolation between two vectors and their tangents
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount);// Calculate reflected vector to normal
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Reflect(Vector3 v, Vector3 normal);// Get min value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Min(Vector3 v1, Vector3 v2);// Get max value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Max(Vector3 v1, Vector3 v2);// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
@ -156,6 +168,21 @@ inline /* Functions may be inlined or external definition used*/ int Vector3Equa
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);//----------------------------------------------------------------------------------
// Module Functions Definition - Vector4 math
//----------------------------------------------------------------------------------
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Zero(void);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4One(void);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Add(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4AddValue(Vector4 v, float add);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Subtract(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4SubtractValue(Vector4 v, float add);inline /* Functions may be inlined or external definition used*/ float Vector4Length(Vector4 v);inline /* Functions may be inlined or external definition used*/ float Vector4LengthSqr(Vector4 v);inline /* Functions may be inlined or external definition used*/ float Vector4DotProduct(Vector4 v1, Vector4 v2);// Calculate distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector4Distance(Vector4 v1, Vector4 v2);// Calculate square distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector4DistanceSqr(Vector4 v1, Vector4 v2);inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Scale(Vector4 v, float scale);// Multiply vector by vector
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Multiply(Vector4 v1, Vector4 v2);// Negate vector
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Negate(Vector4 v);// Divide vector by vector
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Divide(Vector4 v1, Vector4 v2);// Normalize provided vector
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Normalize(Vector4 v);// Get min value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Min(Vector4 v1, Vector4 v2);// Get max value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Max(Vector4 v1, Vector4 v2);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount);// Move Vector towards target
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance);// Invert the given vector
inline /* Functions may be inlined or external definition used*/ Vector4 Vector4Invert(Vector4 v);// Check whether two given vectors are almost equal
inline /* Functions may be inlined or external definition used*/ int Vector4Equals(Vector4 p, Vector4 q);//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
// Compute matrix determinant
@ -182,7 +209,7 @@ inline /* Functions may be inlined or external definition used*/ Matrix MatrixRo
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateZYX(Vector3 angle);// Get scaling matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixScale(float x, float y, float z);// Get perspective projection matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);// Get perspective projection matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane);// Get perspective projection matrix
// NOTE: Fovy angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane);// Get orthographic projection matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane);// Get camera look-at matrix (view matrix)
@ -204,7 +231,9 @@ inline /* Functions may be inlined or external definition used*/ Quaternion Quat
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);// Calculate linear interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);// Calculate slerp-optimized interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);// Calculates spherical linear interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);// Calculate quaternion based on the rotation from one vector to another
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t);// Calculate quaternion based on the rotation from one vector to another
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);// Get a quaternion for a given rotation matrix
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromMatrix(Matrix mat);// Get a matrix for a given quaternion
inline /* Functions may be inlined or external definition used*/ Matrix QuaternionToMatrix(Quaternion q);// Get rotation quaternion for an angle and axis
@ -216,4 +245,5 @@ inline /* Functions may be inlined or external definition used*/ Quaternion Quat
// NOTE: Angles are returned in a Vector3 struct in radians
inline /* Functions may be inlined or external definition used*/ Vector3 QuaternionToEuler(Quaternion q);// Transform a quaternion given a transformation matrix
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionTransform(Quaternion q, Matrix mat);// Check whether two given quaternions are almost equal
inline /* Functions may be inlined or external definition used*/ int QuaternionEquals(Quaternion p, Quaternion q);
inline /* Functions may be inlined or external definition used*/ int QuaternionEquals(Quaternion p, Quaternion q);// Decompose a transformation matrix into its rotational, translational and scaling components
inline /* Functions may be inlined or external definition used*/ void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale);

View file

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
@ -8,17 +8,17 @@
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
* initialized on rlglInit() to accumulate vertex data
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
* Internal buffer (and resources) must be manually unloaded calling rlglClose()
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
@ -32,9 +32,9 @@
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* Generates the implementation of the library into the included file
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
* or source files without problems. But only ONE file should hold the implementation
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
@ -62,18 +62,21 @@
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
@ -85,7 +88,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2024 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.
@ -103,8 +106,9 @@
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
// Function specifiers in case library is build/used as a shared library (Windows)
// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
// Function specifiers definition
// Support TRACELOG macros
// Allow custom memory allocators
@ -133,6 +137,7 @@
// GL Shader type
// GL blending factors
// GL blending functions/equations
// Default shader vertex attribute locations
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@ -141,10 +146,11 @@ typedef struct rlVertexBuffer {
int elementCount; // Number of elements in the buffer (QUADS)
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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
} rlVertexBuffer;
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
@ -279,6 +285,10 @@ typedef enum {
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType;
// Shader attribute data types
@ -332,6 +342,9 @@ typedef enum {
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
void rlViewport(int x, int y, int width, int height); // Set the viewport area
void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
double rlGetCullDistanceNear(void); // Get cull plane distance near
double rlGetCullDistanceFar(void); // Get cull plane distance far
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
@ -355,10 +368,10 @@ typedef enum {
void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
// Textures state
void rlActiveTextureSlot(int slot); // Select and active a texture slot
void rlEnableTexture(unsigned int id); // Enable texture
@ -373,8 +386,10 @@ typedef enum {
// Framebuffer state
void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
// General render state
void rlEnableColorBlend(void); // Enable color blending
void rlDisableColorBlend(void); // Disable color blending
@ -384,13 +399,14 @@ typedef enum {
void rlDisableDepthMask(void); // Disable depth write
void rlEnableBackfaceCulling(void); // Enable backface culling
void rlDisableBackfaceCulling(void); // Disable backface culling
void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
void rlSetCullFace(int mode); // Set face culling mode
void rlEnableScissorTest(void); // Enable scissor test
void rlDisableScissorTest(void); // Disable scissor test
void rlScissor(int x, int y, int width, int height); // Scissor test
void rlEnableWireMode(void); // Enable wire mode
void rlEnablePointMode(void); // Enable point mode
void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
void rlEnablePointMode(void); // Enable point mode
void rlDisableWireMode(void); // Disable wire (and point) mode
void rlSetLineWidth(float width); // Set the line drawing width
float rlGetLineWidth(void); // Get the line drawing width
void rlEnableSmoothLines(void); // Enable line aliasing
@ -432,24 +448,24 @@ typedef enum {
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
void rlUnloadVertexArray(unsigned int vaoId);
void rlUnloadVertexBuffer(unsigned int vboId);
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
void rlDrawVertexArray(int offset, int count);
void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
void rlDrawVertexArrayInstanced(int offset, int count, int instances);
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
// Textures management
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
@ -457,7 +473,7 @@ typedef enum {
void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
@ -470,6 +486,7 @@ typedef enum {
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
// Compute shader management