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:
parent
d28fa38e9f
commit
9e5c9b7f9f
46 changed files with 4069 additions and 1472 deletions
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@ -1,22 +1,22 @@
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/**********************************************************************************************
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*
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* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM)
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* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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*
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@ -27,29 +27,35 @@
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* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
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* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
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* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
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* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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*
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*
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* LICENSE: zlib/libpng
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -75,8 +81,9 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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// Function specifiers in case library is build/used as a shared library (Windows)
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// Function specifiers in case library is build/used as a shared library
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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@ -224,8 +231,10 @@ typedef struct Mesh {
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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// Ray, ray for raycasting
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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Vector3 direction; // Ray direction (normalized)
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} Ray;
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// RayCollision, ray hit information
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typedef struct RayCollision {
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int vResolution; // Vertical resolution in pixels
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float hScreenSize; // Horizontal size in meters
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float vScreenSize; // Vertical size in meters
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float vScreenCenter; // Screen center in meters
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float eyeToScreenDistance; // Distance between eye and display in meters
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float lensSeparationDistance; // Lens separation distance in meters
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float interpupillaryDistance; // IPD (distance between pupils) in meters
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KEY_KP_EQUAL = 336, // Key: Keypad =
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// Android key buttons
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KEY_BACK = 4, // Key: Android back button
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KEY_MENU = 82, // Key: Android menu button
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KEY_MENU = 5, // Key: Android menu button
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KEY_VOLUME_UP = 24, // Key: Android volume up button
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KEY_VOLUME_DOWN = 25 // Key: Android volume down button
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} KeyboardKey;
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GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
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GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
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GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
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GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
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GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
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GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
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GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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} ShaderLocationIndex;
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// Shader uniform data type
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typedef enum {
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CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
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CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
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} CubemapLayout;
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// Font type, defines generation method
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typedef enum {
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} Gesture;
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// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0, // Custom camera
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CAMERA_FREE, // Free camera
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CAMERA_ORBITAL, // Orbital camera
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CAMERA_FIRST_PERSON, // First person camera
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CAMERA_THIRD_PERSON // Third person camera
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CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
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CAMERA_FREE, // Camera free mode
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CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
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CAMERA_FIRST_PERSON, // Camera first person
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CAMERA_THIRD_PERSON // Camera third person
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} CameraMode;
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// Camera projection
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typedef enum {
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NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
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} NPatchLayout;
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// Callbacks to hook some internal functions
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// WARNING: These callbacks are intended for advance users
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// WARNING: These callbacks are intended for advanced users
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typedef void (*TraceLogCallback)(int logLevel, const char *text, void * args); // Logging: Redirect trace log messages
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typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
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typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
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bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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bool IsWindowReady(void); // Check if window has been initialized successfully
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bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
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bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
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bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
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bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
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bool IsWindowHidden(void); // Check if window is currently hidden
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bool IsWindowMinimized(void); // Check if window is currently minimized
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bool IsWindowMaximized(void); // Check if window is currently maximized
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bool IsWindowFocused(void); // Check if window is currently focused
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bool IsWindowResized(void); // Check if window has been resized last frame
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bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
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void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
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void SetWindowState(unsigned int flags); // Set window configuration state using flags
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void ClearWindowState(unsigned int flags); // Clear window configuration state flags
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void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
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void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
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void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
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void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
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void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
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void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
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void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
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void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
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void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
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void MaximizeWindow(void); // Set window state: maximized, if resizable
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void MinimizeWindow(void); // Set window state: minimized, if resizable
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void RestoreWindow(void); // Set window state: not minimized/maximized
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void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
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void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
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void SetWindowTitle(const char *title); // Set title for window
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void SetWindowPosition(int x, int y); // Set window position on screen
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void SetWindowMonitor(int monitor); // Set monitor for the current window
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void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
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void SetWindowSize(int width, int height); // Set window dimensions
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void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
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void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
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void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
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void SetWindowFocused(void); // Set window focused
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void *GetWindowHandle(void); // Get native window handle
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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)
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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
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||||
// Cursor-related functions
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||||
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// NOTE: Shader functionality is not available on OpenGL 1.1
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||||
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
||||
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
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||||
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@ -853,20 +864,21 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
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||||
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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||||
// Screen-space-related functions
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||||
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
||||
Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
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Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
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||||
Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
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Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
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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
|
Reference in a new issue