Updated raylib to version 1.0.4
Lots of changes added, check CHANGELOG for detailed description
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15 changed files with 1283 additions and 114 deletions
66
src/raylib.h
66
src/raylib.h
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@ -1,8 +1,8 @@
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/*********************************************************************************************
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*
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* raylib 1.0.3 (www.raylib.com)
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* raylib 1.0.4 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn C videogames programming
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* A simple and easy-to-use library to learn videogames programming
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*
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* Features:
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* Library written in plain C code (C99)
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@ -16,13 +16,14 @@
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* GLFW3 (www.glfw.org) for window/context management and input
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* OpenAL Soft for audio device/context management
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* tinfl for data decompression (DEFLATE algorithm)
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA
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* 32bit Textures - All loaded images are converted automatically to RGBA textures
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* One custom default font is loaded automatically when InitWindow()
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*
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*
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* -- LICENSE (raylib v1.0, November 2013) --
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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@ -236,29 +237,31 @@ extern "C" { // Prevents name mangling of functions
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//------------------------------------------------------------------------------------
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// Window and Graphics Device Functions (Module: core)
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//------------------------------------------------------------------------------------
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void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL)
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void InitWindowEx(int width, int height, const char* title, bool resizable, const char *cursorImage);
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void CloseWindow(); // Close Window and Terminate Context
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bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed
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void ToggleFullscreen(); // Fullscreen toggle (by default F11)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL)
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void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),...
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bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor
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void CloseWindow(); // Close Window and Terminate Context
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bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed
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void ToggleFullscreen(); // Fullscreen toggle (by default F11)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(); // Setup drawing canvas to start drawing
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void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering)
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(); // Setup drawing canvas to start drawing
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void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(); // Returns current FPS
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float GetFrameTime(); // Returns time in seconds for one frame
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(); // Returns current FPS
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float GetFrameTime(); // Returns time in seconds for one frame
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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@ -317,15 +320,18 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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//Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x)
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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float rotation, Color tint);
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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@ -334,7 +340,8 @@ SpriteFont GetDefaultFont();
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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int fontSize, int spacing, Color tint);
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int MeasureText(const char *text, int fontSize); // Measure string width for default font
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
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int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
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@ -362,6 +369,7 @@ void DrawGizmo(Vector3 position, bool orbits);
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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void UnloadModel(Model model); // Unload 3d model from memory
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void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
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void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
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@ -380,11 +388,15 @@ void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vect
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void InitAudioDevice(); // Initialize audio device and context
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void CloseAudioDevice(); // Close the audio device and context
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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void PlaySoundEx(Sound sound, float timePosition, bool loop); // Play a sound with extended parameters
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void PauseSound(Sound sound); // Pause a sound
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void StopSound(Sound sound); // Stop playing a sound
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bool IsPlaying(Sound sound); // Check if a sound is currently playing
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void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level)
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void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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#ifdef __cplusplus
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}
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