Merge remote-tracking branch 'upstream/develop' into develop
This commit is contained in:
commit
384602e5b5
22 changed files with 1353 additions and 1253 deletions
2
.gitignore
vendored
2
.gitignore
vendored
|
@ -49,7 +49,7 @@ ipch/
|
|||
# Ignore compiled binaries
|
||||
*.o
|
||||
*.exe
|
||||
!tools/rrem.exe
|
||||
!tools/rREM/rrem.exe
|
||||
|
||||
# Ignore files build by xcode
|
||||
*.mode*v*
|
||||
|
|
|
@ -5,9 +5,16 @@
|
|||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Compile example using:
|
||||
* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
|
|
|
@ -5,10 +5,16 @@
|
|||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE: This example requires raylib module [rlgl]
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Compile example using:
|
||||
* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
|
|
|
@ -81,7 +81,6 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\audio.c" />
|
||||
<ClCompile Include="..\..\..\src\camera.c" />
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
<ClCompile Include="..\..\..\src\external\stb_vorbis.c" />
|
||||
<ClCompile Include="..\..\..\src\models.c" />
|
||||
|
@ -92,6 +91,7 @@
|
|||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\camera.h" />
|
||||
<ClInclude Include="..\..\..\src\external\glad.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_mod.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_xm.h" />
|
||||
|
|
35
src/Makefile
35
src/Makefile
|
@ -35,7 +35,7 @@
|
|||
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# define if you want shared or static version of library.
|
||||
# define YES if you want shared/dynamic version of library instead of static (default)
|
||||
SHARED ?= NO
|
||||
|
||||
# determine if the file has root access (only for installing raylib)
|
||||
|
@ -95,8 +95,11 @@ endif
|
|||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# if shared library required, make sure code is compiled as position independent
|
||||
ifeq ($(SHARED),YES)
|
||||
CFLAGS += -fPIC
|
||||
SHAREDFLAG = BUILDING_DLL
|
||||
SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lopenal32 -lgdi32
|
||||
endif
|
||||
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
@ -152,12 +155,16 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
|||
@echo "libraylib.bc generated (web version)!"
|
||||
else
|
||||
ifeq ($(SHARED),YES)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# compile raylib to shared library version for GNU/Linux.
|
||||
# WARNING: you should type "make clean" before doing this target
|
||||
$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS)
|
||||
@echo "libraylib.so generated (shared library)!"
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# compile raylib to shared library version for GNU/Linux.
|
||||
# WARNING: you should type "make clean" before doing this target
|
||||
$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS)
|
||||
@echo "raylib shared library (libraylib.so) generated!"
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
$(CC) -shared -o $(OUTPUT_PATH)/raylib.dll $(OBJS) $(SHAREDLIBS) -Wl,--out-implib,$(OUTPUT_PATH)/libraylibdll.a
|
||||
@echo "raylib dynamic library (raylib.dll) and MSVC required import library (libraylibdll.a) generated!"
|
||||
endif
|
||||
else
|
||||
# compile raylib static library for desktop platforms.
|
||||
ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS)
|
||||
|
@ -169,7 +176,7 @@ endif
|
|||
|
||||
# compile core module
|
||||
core.o : core.c raylib.h rlgl.h utils.h raymath.h gestures.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
|
||||
|
||||
# compile rlgl module
|
||||
rlgl.o : rlgl.c rlgl.h raymath.h
|
||||
|
@ -177,23 +184,23 @@ rlgl.o : rlgl.c rlgl.h raymath.h
|
|||
|
||||
# compile shapes module
|
||||
shapes.o : shapes.c raylib.h rlgl.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG)
|
||||
|
||||
# compile textures module
|
||||
textures.o : textures.c rlgl.h utils.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) -D$(SHAREDFLAG)
|
||||
|
||||
# compile text module
|
||||
text.o : text.c raylib.h utils.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG)
|
||||
|
||||
# compile models module
|
||||
models.o : models.c raylib.h rlgl.h raymath.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
|
||||
|
||||
# compile audio module
|
||||
audio.o : audio.c raylib.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
|
||||
|
||||
# compile stb_vorbis library
|
||||
external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
|
||||
|
@ -201,7 +208,7 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
|
|||
|
||||
# compile utils module
|
||||
utils.o : utils.c utils.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
|
||||
|
||||
# It installs generated and needed files to compile projects using raylib.
|
||||
# The installation works manually.
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#
|
||||
# Static library compilation
|
||||
#
|
||||
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
# Copyright (c) 2014-2016 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.
|
||||
|
@ -42,7 +42,6 @@ LOCAL_SRC_FILES :=\
|
|||
../../textures.c \
|
||||
../../text.c \
|
||||
../../shapes.c \
|
||||
../../gestures.c \
|
||||
../../models.c \
|
||||
../../utils.c \
|
||||
../../audio.c \
|
||||
|
|
88
src/audio.c
88
src/audio.c
|
@ -233,17 +233,29 @@ Sound LoadSoundFromWave(Wave wave)
|
|||
if (wave.data != NULL)
|
||||
{
|
||||
ALenum format = 0;
|
||||
// The OpenAL format is worked out by looking at the number of channels and the bits per sample
|
||||
|
||||
// The OpenAL format is worked out by looking at the number of channels and the sample size (bits per sample)
|
||||
if (wave.channels == 1)
|
||||
{
|
||||
if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8;
|
||||
else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16;
|
||||
switch (wave.sampleSize)
|
||||
{
|
||||
case 8: format = AL_FORMAT_MONO8; break;
|
||||
case 16: format = AL_FORMAT_MONO16; break;
|
||||
case 32: format = AL_FORMAT_MONO_FLOAT32; break;
|
||||
default: TraceLog(WARNING, "Wave sample size not supported: %i", wave.sampleSize); break;
|
||||
}
|
||||
}
|
||||
else if (wave.channels == 2)
|
||||
{
|
||||
if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8;
|
||||
else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16;
|
||||
switch (wave.sampleSize)
|
||||
{
|
||||
case 8: format = AL_FORMAT_STEREO8; break;
|
||||
case 16: format = AL_FORMAT_STEREO16; break;
|
||||
case 32: format = AL_FORMAT_STEREO_FLOAT32; break;
|
||||
default: TraceLog(WARNING, "Wave sample size not supported: %i", wave.sampleSize); break;
|
||||
}
|
||||
}
|
||||
else TraceLog(WARNING, "Wave number of channels not supported: %i", wave.channels);
|
||||
|
||||
// Create an audio source
|
||||
ALuint source;
|
||||
|
@ -260,16 +272,19 @@ Sound LoadSoundFromWave(Wave wave)
|
|||
ALuint buffer;
|
||||
alGenBuffers(1, &buffer); // Generate pointer to buffer
|
||||
|
||||
unsigned int dataSize = wave.sampleCount*wave.sampleSize/8; // Size in bytes
|
||||
|
||||
// Upload sound data to buffer
|
||||
alBufferData(buffer, format, wave.data, wave.dataSize, wave.sampleRate);
|
||||
alBufferData(buffer, format, wave.data, dataSize, wave.sampleRate);
|
||||
|
||||
// Attach sound buffer to source
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
|
||||
TraceLog(INFO, "[SND ID %i][BUFR ID %i] Sound data loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", source, buffer, wave.sampleRate, wave.bitsPerSample, wave.channels);
|
||||
TraceLog(INFO, "[SND ID %i][BUFR ID %i] Sound data loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", source, buffer, wave.sampleRate, wave.sampleSize, wave.channels);
|
||||
|
||||
sound.source = source;
|
||||
sound.buffer = buffer;
|
||||
sound.format = format;
|
||||
}
|
||||
|
||||
return sound;
|
||||
|
@ -341,8 +356,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId)
|
|||
fread(&reserved, 1, 1, rresFile); // <reserved>
|
||||
|
||||
wave.sampleRate = sampleRate;
|
||||
wave.dataSize = infoHeader.srcSize;
|
||||
wave.bitsPerSample = bps;
|
||||
wave.sampleSize = bps;
|
||||
wave.channels = (short)channels;
|
||||
|
||||
unsigned char *data = malloc(infoHeader.size);
|
||||
|
@ -396,6 +410,33 @@ void UnloadSound(Sound sound)
|
|||
TraceLog(INFO, "[SND ID %i][BUFR ID %i] Unloaded sound data from RAM", sound.source, sound.buffer);
|
||||
}
|
||||
|
||||
// Update sound buffer with new data
|
||||
// NOTE: data must match sound.format
|
||||
void UpdateSound(Sound sound, void *data, int numSamples)
|
||||
{
|
||||
ALint sampleRate, sampleSize, channels;
|
||||
alGetBufferi(sound.buffer, AL_FREQUENCY, &sampleRate);
|
||||
alGetBufferi(sound.buffer, AL_BITS, &sampleSize); // It could also be retrieved from sound.format
|
||||
alGetBufferi(sound.buffer, AL_CHANNELS, &channels); // It could also be retrieved from sound.format
|
||||
|
||||
TraceLog(DEBUG, "UpdateSound() : AL_FREQUENCY: %i", sampleRate);
|
||||
TraceLog(DEBUG, "UpdateSound() : AL_BITS: %i", sampleSize);
|
||||
TraceLog(DEBUG, "UpdateSound() : AL_CHANNELS: %i", channels);
|
||||
|
||||
unsigned int dataSize = numSamples*sampleSize/8; // Size of data in bytes
|
||||
|
||||
alSourceStop(sound.source); // Stop sound
|
||||
alSourcei(sound.source, AL_BUFFER, 0); // Unbind buffer from sound to update
|
||||
//alDeleteBuffers(1, &sound.buffer); // Delete current buffer data
|
||||
//alGenBuffers(1, &sound.buffer); // Generate new buffer
|
||||
|
||||
// Upload new data to sound buffer
|
||||
alBufferData(sound.buffer, sound.format, data, dataSize, sampleRate);
|
||||
|
||||
// Attach sound buffer to source again
|
||||
alSourcei(sound.source, AL_BUFFER, sound.buffer);
|
||||
}
|
||||
|
||||
// Play a sound
|
||||
void PlaySound(Sound sound)
|
||||
{
|
||||
|
@ -948,18 +989,18 @@ static Wave LoadWAV(const char *fileName)
|
|||
else
|
||||
{
|
||||
// Allocate memory for data
|
||||
wave.data = (unsigned char *)malloc(sizeof(unsigned char) * waveData.subChunkSize);
|
||||
wave.data = (unsigned char *)malloc(sizeof(unsigned char)*waveData.subChunkSize);
|
||||
|
||||
// Read in the sound data into the soundData variable
|
||||
fread(wave.data, waveData.subChunkSize, 1, wavFile);
|
||||
|
||||
// Now we set the variables that we need later
|
||||
wave.dataSize = waveData.subChunkSize;
|
||||
wave.sampleCount = waveData.subChunkSize;
|
||||
wave.sampleRate = waveFormat.sampleRate;
|
||||
wave.sampleSize = waveFormat.bitsPerSample;
|
||||
wave.channels = waveFormat.numChannels;
|
||||
wave.bitsPerSample = waveFormat.bitsPerSample;
|
||||
|
||||
TraceLog(INFO, "[%s] WAV file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", fileName, wave.sampleRate, wave.bitsPerSample, wave.channels);
|
||||
TraceLog(INFO, "[%s] WAV file loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", fileName, wave.sampleRate, wave.sampleSize, wave.channels);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -988,35 +1029,24 @@ static Wave LoadOGG(char *fileName)
|
|||
stb_vorbis_info info = stb_vorbis_get_info(oggFile);
|
||||
|
||||
wave.sampleRate = info.sample_rate;
|
||||
wave.bitsPerSample = 16;
|
||||
wave.sampleSize = 16; // 16 bit per sample (short)
|
||||
wave.channels = info.channels;
|
||||
|
||||
TraceLog(DEBUG, "[%s] Ogg sample rate: %i", fileName, info.sample_rate);
|
||||
TraceLog(DEBUG, "[%s] Ogg channels: %i", fileName, info.channels);
|
||||
|
||||
int totalSamplesLength = (stb_vorbis_stream_length_in_samples(oggFile)*info.channels);
|
||||
|
||||
wave.dataSize = totalSamplesLength*sizeof(short); // Size must be in bytes
|
||||
|
||||
TraceLog(DEBUG, "[%s] Samples length: %i", fileName, totalSamplesLength);
|
||||
|
||||
float totalSeconds = stb_vorbis_stream_length_in_seconds(oggFile);
|
||||
|
||||
TraceLog(DEBUG, "[%s] Total seconds: %f", fileName, totalSeconds);
|
||||
|
||||
if (totalSeconds > 10) TraceLog(WARNING, "[%s] Ogg audio lenght is larger than 10 seconds (%f), that's a big file in memory, consider music streaming", fileName, totalSeconds);
|
||||
|
||||
int totalSamples = totalSeconds*info.sample_rate*info.channels;
|
||||
wave.sampleCount = totalSamples;
|
||||
|
||||
TraceLog(DEBUG, "[%s] Total samples calculated: %i", fileName, totalSamples);
|
||||
wave.data = (short *)malloc(totalSamplesLength*sizeof(short));
|
||||
|
||||
wave.data = malloc(sizeof(short)*totalSamplesLength);
|
||||
|
||||
int samplesObtained = stb_vorbis_get_samples_short_interleaved(oggFile, info.channels, wave.data, totalSamplesLength);
|
||||
int samplesObtained = stb_vorbis_get_samples_short_interleaved(oggFile, info.channels, (short *)wave.data, totalSamplesLength);
|
||||
|
||||
TraceLog(DEBUG, "[%s] Samples obtained: %i", fileName, samplesObtained);
|
||||
|
||||
TraceLog(INFO, "[%s] OGG file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", fileName, wave.sampleRate, wave.bitsPerSample, wave.channels);
|
||||
TraceLog(INFO, "[%s] OGG file loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", fileName, wave.sampleRate, wave.sampleSize, wave.channels);
|
||||
|
||||
stb_vorbis_close(oggFile);
|
||||
}
|
||||
|
|
|
@ -68,11 +68,11 @@ typedef struct Sound {
|
|||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
unsigned int sampleCount; // Number of samples
|
||||
unsigned int sampleRate; // Frequency (samples per second)
|
||||
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
||||
void *data; // Buffer data pointer
|
||||
unsigned int dataSize; // Data size in bytes
|
||||
unsigned int sampleRate; // Samples per second to be played
|
||||
short bitsPerSample; // Sample size in bits
|
||||
short channels;
|
||||
} Wave;
|
||||
|
||||
// Music type (file streaming from memory)
|
||||
|
@ -110,6 +110,7 @@ bool IsAudioDeviceReady(void); // Check if audi
|
|||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
|
||||
void UnloadSound(Sound sound); // Unload sound
|
||||
void PlaySound(Sound sound); // Play a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
|
|
|
@ -348,7 +348,7 @@ void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey,
|
|||
}
|
||||
|
||||
// Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
void SetCameracameraMouseSensitivity(float sensitivity)
|
||||
void SetCameraMouseSensitivity(float sensitivity)
|
||||
{
|
||||
cameraMouseSensitivity = (sensitivity/10000.0f);
|
||||
}
|
||||
|
|
|
@ -48,8 +48,10 @@
|
|||
#define GESTURES_IMPLEMENTATION
|
||||
#include "gestures.h" // Gestures detection functionality
|
||||
|
||||
#define CAMERA_IMPLEMENTATION
|
||||
#include "camera.h" // Camera system functionality
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
#define CAMERA_IMPLEMENTATION
|
||||
#include "camera.h" // Camera system functionality
|
||||
#endif
|
||||
|
||||
#include <stdio.h> // Standard input / output lib
|
||||
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
|
||||
|
|
16
src/models.c
16
src/models.c
|
@ -966,14 +966,14 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
|||
for (int x = 0; x < mapWidth; ++x)
|
||||
{
|
||||
// Define the 8 vertex of the cube, we will combine them accordingly later...
|
||||
Vector3 v1 = { w * (x - .5f), h2, h * (z - .5f) };
|
||||
Vector3 v2 = { w * (x - .5f), h2, h * (z + .5f) };
|
||||
Vector3 v3 = { w * (x + .5f), h2, h * (z + .5f) };
|
||||
Vector3 v4 = { w * (x + .5f), h2, h * (z - .5f) };
|
||||
Vector3 v5 = { w * (x + .5f), 0, h * (z - .5f) };
|
||||
Vector3 v6 = { w * (x - .5f), 0, h * (z - .5f) };
|
||||
Vector3 v7 = { w * (x - .5f), 0, h * (z + .5f) };
|
||||
Vector3 v8 = { w * (x + .5f), 0, h * (z + .5f) };
|
||||
Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
|
||||
Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) };
|
||||
Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) };
|
||||
Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) };
|
||||
Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) };
|
||||
Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) };
|
||||
Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) };
|
||||
Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
|
||||
|
||||
// We check pixel color to be WHITE, we will full cubes
|
||||
if ((cubicmapPixels[z*cubicmap.width + x].r == 255) &&
|
||||
|
|
542
src/raylib.h
542
src/raylib.h
|
@ -81,6 +81,14 @@
|
|||
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && defined(BUILDING_DLL)
|
||||
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
|
||||
#elif defined(_WIN32) && defined(RAYLIB_DLL)
|
||||
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
|
||||
#else
|
||||
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -478,15 +486,16 @@ typedef struct Ray {
|
|||
typedef struct Sound {
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffer; // OpenAL audio buffer id
|
||||
int format; // OpenAL audio format specifier
|
||||
} Sound;
|
||||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
unsigned int sampleCount; // Number of samples
|
||||
unsigned int sampleRate; // Frequency (samples per second)
|
||||
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
||||
void *data; // Buffer data pointer
|
||||
unsigned int dataSize; // Data size in bytes
|
||||
unsigned int sampleRate; // Samples per second to be played
|
||||
short bitsPerSample; // Sample size in bits
|
||||
short channels;
|
||||
} Wave;
|
||||
|
||||
// Music type (file streaming from memory)
|
||||
|
@ -576,94 +585,94 @@ extern "C" { // Prevents name mangling of functions
|
|||
// Window and Graphics Device Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
|
||||
RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
|
||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||
#endif
|
||||
|
||||
void CloseWindow(void); // Close Window and Terminate Context
|
||||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
||||
int GetScreenWidth(void); // Get current screen width
|
||||
int GetScreenHeight(void); // Get current screen height
|
||||
RLAPI void CloseWindow(void); // Close Window and Terminate Context
|
||||
RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||
RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||
RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
||||
RLAPI int GetScreenWidth(void); // Get current screen width
|
||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
void ShowCursor(void); // Shows cursor
|
||||
void HideCursor(void); // Hides cursor
|
||||
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
void EnableCursor(void); // Enables cursor
|
||||
void DisableCursor(void); // Disables cursor
|
||||
RLAPI void ShowCursor(void); // Shows cursor
|
||||
RLAPI void HideCursor(void); // Hides cursor
|
||||
RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
RLAPI void EnableCursor(void); // Enables cursor
|
||||
RLAPI void DisableCursor(void); // Disables cursor
|
||||
|
||||
void ClearBackground(Color color); // Sets Background Color
|
||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||
RLAPI void ClearBackground(Color color); // Sets Background Color
|
||||
RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||
|
||||
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||
void End2dMode(void); // Ends 2D mode custom camera usage
|
||||
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
void EndTextureMode(void); // Ends drawing to render texture
|
||||
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||
RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
|
||||
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
||||
|
||||
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
|
||||
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
float GetFPS(void); // Returns current FPS
|
||||
float GetFrameTime(void); // Returns time in seconds for one frame
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI float GetFPS(void); // Returns current FPS
|
||||
RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
|
||||
|
||||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
||||
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
||||
RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||
|
||||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
|
||||
void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
|
||||
bool IsFileDropped(void); // Check if a file have been dropped into window
|
||||
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
||||
void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
|
||||
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
||||
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
|
||||
void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
|
||||
int StorageLoadValue(int position); // Storage load integer value (from defined position)
|
||||
RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
|
||||
RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
int GetKeyPressed(void); // Get latest key pressed
|
||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
#endif
|
||||
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
int GetMouseX(void); // Returns mouse position X
|
||||
int GetMouseY(void); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(void); // Returns mouse position XY
|
||||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
RLAPI int GetMouseX(void); // Returns mouse position X
|
||||
RLAPI int GetMouseY(void); // Returns mouse position Y
|
||||
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
||||
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
|
||||
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
|
||||
|
@ -674,264 +683,265 @@ bool IsButtonReleased(int button); // Detect if an android
|
|||
//------------------------------------------------------------------------------------
|
||||
// Gestures and Touch Handling Functions (Module: gestures)
|
||||
//------------------------------------------------------------------------------------
|
||||
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
int GetGestureDetected(void); // Get latest detected gesture
|
||||
int GetTouchPointsCount(void); // Get touch points count
|
||||
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||
RLAPI int GetTouchPointsCount(void); // Get touch points count
|
||||
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
|
||||
void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
|
||||
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
|
||||
void SetCameraMoveControls(int frontKey, int backKey,
|
||||
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
//------------------------------------------------------------------------------------
|
||||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
||||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
||||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
||||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
||||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
||||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
||||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
||||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
||||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
||||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
||||
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
||||
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
||||
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
||||
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
||||
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
||||
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
||||
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
||||
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
||||
RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
||||
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
||||
|
||||
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
|
||||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||
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
|
||||
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
||||
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
||||
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
||||
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
||||
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Texture Loading and Drawing Functions (Module: textures)
|
||||
//------------------------------------------------------------------------------------
|
||||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
||||
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
|
||||
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
||||
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
||||
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
||||
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||
Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
||||
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
||||
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
||||
void ImageFlipVertical(Image *image); // Flip image vertically
|
||||
void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
||||
void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
||||
void ImageColorInvert(Image *image); // Modify image color: invert
|
||||
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
||||
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
|
||||
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
||||
RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
||||
RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
||||
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
||||
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
||||
RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
||||
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
||||
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
||||
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
||||
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
||||
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
||||
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
||||
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
||||
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
float rotation, Color tint);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Font Loading and Text Drawing Functions (Module: text)
|
||||
//------------------------------------------------------------------------------------
|
||||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
float fontSize, int spacing, Color tint);
|
||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
|
||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
||||
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, 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 lenght, Color color); // Draw cube wires
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
|
||||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
void DrawLight(Light light); // Draw light in 3D world
|
||||
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
||||
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
||||
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
||||
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
||||
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
||||
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
RLAPI void DrawLight(Light light); // Draw light in 3D world
|
||||
//DrawTorus(), DrawTeapot() are useless...
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
RLAPI void UnloadModel(Model model); // Unload 3d model from memory
|
||||
|
||||
Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
|
||||
RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
|
||||
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
// NOTE: Return the normal vector of the impacted surface
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
|
||||
Shader GetDefaultShader(void); // Get default shader
|
||||
Shader GetStandardShader(void); // Get standard shader
|
||||
Texture2D GetDefaultTexture(void); // Get default texture
|
||||
RLAPI Shader GetDefaultShader(void); // Get default shader
|
||||
RLAPI Shader GetStandardShader(void); // Get standard shader
|
||||
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
|
||||
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitVrDevice(int vdDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitAudioDevice(void); // Initialize audio device and context
|
||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
|
||||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
void UnloadSound(Sound sound); // Unload sound
|
||||
void PlaySound(Sound sound); // Play a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
void ResumeSound(Sound sound); // Resume a paused sound
|
||||
void StopSound(Sound sound); // Stop playing a sound
|
||||
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
RLAPI Sound LoadSound(char *fileName); // Load sound to memory
|
||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
|
||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||
RLAPI void PlaySound(Sound sound); // Play a sound
|
||||
RLAPI void PauseSound(Sound sound); // Pause a sound
|
||||
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
||||
RLAPI void StopSound(Sound sound); // Stop playing a sound
|
||||
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
||||
Music LoadMusicStream(char *fileName); // Load music stream from file
|
||||
void UnloadMusicStream(Music music); // Unload music stream
|
||||
void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
void PauseMusicStream(Music music); // Pause music playing
|
||||
void ResumeMusicStream(Music music); // Resume playing paused music
|
||||
bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
||||
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file
|
||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
RLAPI void PauseMusicStream(Music music); // Pause music playing
|
||||
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
|
||||
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
||||
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
|
||||
AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
void PlayAudioStream(AudioStream stream); // Play audio stream
|
||||
void PauseAudioStream(AudioStream stream); // Pause audio stream
|
||||
void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
||||
void StopAudioStream(AudioStream stream); // Stop audio stream
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
|
||||
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
|
||||
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
||||
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
|
@ -594,6 +594,8 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
|
|||
|
||||
spriteFont.size = spriteFont.charRecs[0].height;
|
||||
|
||||
TraceLog(INFO, "Image file loaded correctly as SpriteFont");
|
||||
|
||||
return spriteFont;
|
||||
}
|
||||
|
||||
|
|
|
@ -5,11 +5,12 @@
|
|||
* This template has been created using raylib 1.2 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
-->
|
||||
<!-- NOTE: Game package name must be unique for every app/game -->
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="com.raysan5.raylib_test"
|
||||
package="com.raylib.game_sample"
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0" >
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#
|
||||
# Game template makefile
|
||||
#
|
||||
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
# Copyright (c) 2014-2016 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.
|
||||
|
@ -27,7 +27,6 @@
|
|||
LOCAL_PATH := $(call my-dir)
|
||||
|
||||
# OpenAL module (prebuilt static library)
|
||||
# NOTE: Shared library brokes the build! Why?
|
||||
#--------------------------------------------------------------------
|
||||
include $(CLEAR_VARS)
|
||||
|
||||
|
@ -41,7 +40,6 @@ LOCAL_SRC_FILES := libs/libopenal.a
|
|||
LOCAL_EXPORT_C_INCLUDES := include
|
||||
|
||||
# Build static library
|
||||
#include $(PREBUILT_SHARED_LIBRARY)
|
||||
include $(PREBUILT_STATIC_LIBRARY)
|
||||
#--------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* raylib 1.5.0 (www.raylib.com)
|
||||
* raylib 1.6.0 (www.raylib.com)
|
||||
*
|
||||
* A simple and easy-to-use library to learn videogames programming
|
||||
*
|
||||
|
@ -81,6 +81,14 @@
|
|||
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32) && defined(BUILDING_DLL)
|
||||
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
|
||||
#elif defined(_WIN32) && defined(RAYLIB_DLL)
|
||||
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
|
||||
#else
|
||||
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some basic Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -185,17 +193,20 @@
|
|||
#define GAMEPAD_PLAYER4 3 // Not supported
|
||||
|
||||
// Gamepad Buttons
|
||||
// NOTE: Adjusted for a PS3 USB Controller
|
||||
#define GAMEPAD_BUTTON_A 2
|
||||
#define GAMEPAD_BUTTON_B 1
|
||||
#define GAMEPAD_BUTTON_X 3
|
||||
#define GAMEPAD_BUTTON_Y 4
|
||||
#define GAMEPAD_BUTTON_R1 7
|
||||
#define GAMEPAD_BUTTON_R2 5
|
||||
#define GAMEPAD_BUTTON_L1 6
|
||||
#define GAMEPAD_BUTTON_L2 8
|
||||
#define GAMEPAD_BUTTON_SELECT 9
|
||||
#define GAMEPAD_BUTTON_START 10
|
||||
|
||||
// PS3 USB Controller
|
||||
#define GAMEPAD_PS3_BUTTON_A 2
|
||||
#define GAMEPAD_PS3_BUTTON_B 1
|
||||
#define GAMEPAD_PS3_BUTTON_X 3
|
||||
#define GAMEPAD_PS3_BUTTON_Y 4
|
||||
#define GAMEPAD_PS3_BUTTON_R1 7
|
||||
#define GAMEPAD_PS3_BUTTON_R2 5
|
||||
#define GAMEPAD_PS3_BUTTON_L1 6
|
||||
#define GAMEPAD_PS3_BUTTON_L2 8
|
||||
#define GAMEPAD_PS3_BUTTON_SELECT 9
|
||||
#define GAMEPAD_PS3_BUTTON_START 10
|
||||
|
||||
// TODO: Add PS3 d-pad axis
|
||||
|
||||
// Xbox360 USB Controller Buttons
|
||||
#define GAMEPAD_XBOX_BUTTON_A 0
|
||||
|
@ -233,44 +244,56 @@
|
|||
#define ANDROID_VOLUME_UP 24
|
||||
#define ANDROID_VOLUME_DOWN 25
|
||||
|
||||
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
|
||||
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
|
||||
#ifdef __cplusplus
|
||||
#define CLITERAL
|
||||
#else
|
||||
#define CLITERAL (Color)
|
||||
#endif
|
||||
|
||||
// Some Basic Colors
|
||||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
|
||||
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
|
||||
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
|
||||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
||||
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
|
||||
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
|
||||
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
|
||||
#define PINK (Color){ 255, 109, 194, 255 } // Pink
|
||||
#define RED (Color){ 230, 41, 55, 255 } // Red
|
||||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
|
||||
#define GREEN (Color){ 0, 228, 48, 255 } // Green
|
||||
#define LIME (Color){ 0, 158, 47, 255 } // Lime
|
||||
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
|
||||
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
|
||||
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
|
||||
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
|
||||
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
|
||||
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
|
||||
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
|
||||
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
|
||||
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
|
||||
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
|
||||
#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
|
||||
#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
|
||||
#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
|
||||
#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
|
||||
#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
|
||||
#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
|
||||
#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
|
||||
#define RED CLITERAL{ 230, 41, 55, 255 } // Red
|
||||
#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
|
||||
#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
|
||||
#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
|
||||
#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
|
||||
#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
|
||||
#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
|
||||
#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
|
||||
#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
|
||||
#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
|
||||
#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
|
||||
#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
|
||||
#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
|
||||
#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
|
||||
|
||||
#define WHITE (Color){ 255, 255, 255, 255 } // White
|
||||
#define BLACK (Color){ 0, 0, 0, 255 } // Black
|
||||
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
|
||||
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
|
||||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
|
||||
#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
|
||||
#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
|
||||
#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
|
||||
#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
#if !defined(_STDBOOL_H)
|
||||
typedef enum { false, true } bool;
|
||||
#define _STDBOOL_H
|
||||
#ifndef __APPLE__
|
||||
#if !defined(_STDBOOL_H)
|
||||
typedef enum { false, true } bool;
|
||||
#define _STDBOOL_H
|
||||
#endif
|
||||
#else
|
||||
#include <stdbool.h>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -461,19 +484,35 @@ typedef struct Ray {
|
|||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source; // Sound audio source id
|
||||
unsigned int buffer; // Sound audio buffer id
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffer; // OpenAL audio buffer id
|
||||
} Sound;
|
||||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
unsigned int sampleCount; // Number of samples
|
||||
unsigned int sampleRate; // Frequency (samples per second)
|
||||
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
||||
void *data; // Buffer data pointer
|
||||
unsigned int dataSize; // Data size in bytes
|
||||
unsigned int sampleRate; // Samples per second to be played
|
||||
short bitsPerSample; // Sample size in bits
|
||||
short channels;
|
||||
} Wave;
|
||||
|
||||
// Music type (file streaming from memory)
|
||||
// NOTE: Anything longer than ~10 seconds should be streamed
|
||||
typedef struct MusicData *Music;
|
||||
|
||||
// Audio stream type
|
||||
// NOTE: Useful to create custom audio streams not bound to a specific file
|
||||
typedef struct AudioStream {
|
||||
unsigned int sampleRate; // Frequency (samples per second)
|
||||
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
||||
|
||||
int format; // OpenAL audio format specifier
|
||||
unsigned int source; // OpenAL audio source id
|
||||
unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
|
||||
} AudioStream;
|
||||
|
||||
// Texture formats
|
||||
// NOTE: Support depends on OpenGL version and platform
|
||||
typedef enum {
|
||||
|
@ -516,18 +555,6 @@ typedef enum {
|
|||
GESTURE_PINCH_OUT = 512
|
||||
} Gestures;
|
||||
|
||||
// Touch action (fingers or mouse)
|
||||
typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
|
||||
|
||||
// Gesture events
|
||||
// NOTE: MAX_TOUCH_POINTS fixed to 2
|
||||
typedef struct GestureEvent {
|
||||
int touchAction;
|
||||
int pointCount;
|
||||
int pointerId[MAX_TOUCH_POINTS];
|
||||
Vector2 position[MAX_TOUCH_POINTS];
|
||||
} GestureEvent;
|
||||
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
|
@ -557,94 +584,94 @@ extern "C" { // Prevents name mangling of functions
|
|||
// Window and Graphics Device Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
|
||||
RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
|
||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||
#endif
|
||||
|
||||
void CloseWindow(void); // Close Window and Terminate Context
|
||||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
||||
int GetScreenWidth(void); // Get current screen width
|
||||
int GetScreenHeight(void); // Get current screen height
|
||||
RLAPI void CloseWindow(void); // Close Window and Terminate Context
|
||||
RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||
RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||
RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
||||
RLAPI int GetScreenWidth(void); // Get current screen width
|
||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
void ShowCursor(void); // Shows cursor
|
||||
void HideCursor(void); // Hides cursor
|
||||
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
void EnableCursor(void); // Enables cursor
|
||||
void DisableCursor(void); // Disables cursor
|
||||
RLAPI void ShowCursor(void); // Shows cursor
|
||||
RLAPI void HideCursor(void); // Hides cursor
|
||||
RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
RLAPI void EnableCursor(void); // Enables cursor
|
||||
RLAPI void DisableCursor(void); // Disables cursor
|
||||
|
||||
void ClearBackground(Color color); // Sets Background Color
|
||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||
RLAPI void ClearBackground(Color color); // Sets Background Color
|
||||
RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||
|
||||
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||
void End2dMode(void); // Ends 2D mode custom camera usage
|
||||
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
void EndTextureMode(void); // Ends drawing to render texture
|
||||
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||
RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
|
||||
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
||||
|
||||
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
|
||||
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
float GetFPS(void); // Returns current FPS
|
||||
float GetFrameTime(void); // Returns time in seconds for one frame
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI float GetFPS(void); // Returns current FPS
|
||||
RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
|
||||
|
||||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
||||
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
||||
RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||
|
||||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
|
||||
void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
|
||||
bool IsFileDropped(void); // Check if a file have been dropped into window
|
||||
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
||||
void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
|
||||
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
||||
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
|
||||
void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
|
||||
int StorageLoadValue(int position); // Storage load integer value (from defined position)
|
||||
RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
|
||||
RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
int GetKeyPressed(void); // Get latest key pressed
|
||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
#endif
|
||||
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
int GetMouseX(void); // Returns mouse position X
|
||||
int GetMouseY(void); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(void); // Returns mouse position XY
|
||||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
||||
RLAPI int GetMouseX(void); // Returns mouse position X
|
||||
RLAPI int GetMouseY(void); // Returns mouse position Y
|
||||
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
||||
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
|
||||
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
|
||||
|
@ -655,254 +682,264 @@ bool IsButtonReleased(int button); // Detect if an android
|
|||
//------------------------------------------------------------------------------------
|
||||
// Gestures and Touch Handling Functions (Module: gestures)
|
||||
//------------------------------------------------------------------------------------
|
||||
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
||||
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
|
||||
|
||||
int GetTouchPointsCount(void); // Get touch points count
|
||||
int GetGestureDetected(void); // Get latest detected gesture
|
||||
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||
RLAPI int GetTouchPointsCount(void); // Get touch points count
|
||||
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: camera)
|
||||
//------------------------------------------------------------------------------------
|
||||
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
|
||||
RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
|
||||
RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
|
||||
|
||||
void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
|
||||
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
||||
|
||||
void SetCameraMoveControls(int frontKey, int backKey,
|
||||
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
int leftKey, int rightKey,
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
||||
RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
//------------------------------------------------------------------------------------
|
||||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
||||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
||||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
||||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
||||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
||||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
||||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
||||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
||||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
||||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
||||
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
||||
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
||||
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
||||
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
||||
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
||||
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
||||
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
||||
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
||||
RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
||||
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
||||
|
||||
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
|
||||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||
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
|
||||
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
||||
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
||||
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
||||
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
||||
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Texture Loading and Drawing Functions (Module: textures)
|
||||
//------------------------------------------------------------------------------------
|
||||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
||||
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
|
||||
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
||||
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
||||
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
||||
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
||||
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
||||
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
||||
void ImageFlipVertical(Image *image); // Flip image vertically
|
||||
void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
||||
void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
||||
void ImageColorInvert(Image *image); // Modify image color: invert
|
||||
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
||||
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
|
||||
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
||||
RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
||||
RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
||||
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
||||
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
||||
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
||||
RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
||||
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
||||
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
||||
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
||||
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
||||
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
||||
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
||||
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
||||
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
||||
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
float rotation, Color tint);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Font Loading and Text Drawing Functions (Module: text)
|
||||
//------------------------------------------------------------------------------------
|
||||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
||||
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
int fontSize, int spacing, Color tint);
|
||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
float fontSize, int spacing, Color tint);
|
||||
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
||||
|
||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
||||
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, 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 lenght, Color color); // Draw cube wires
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
|
||||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
void DrawLight(Light light); // Draw light in 3D world
|
||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
||||
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
||||
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
||||
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
||||
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
||||
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
||||
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
RLAPI void DrawLight(Light light); // Draw light in 3D world
|
||||
//DrawTorus(), DrawTeapot() are useless...
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
RLAPI void UnloadModel(Model model); // Unload 3d model from memory
|
||||
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
|
||||
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
|
||||
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
// NOTE: Return the normal vector of the impacted surface
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
|
||||
Shader GetDefaultShader(void); // Get default shader
|
||||
Shader GetStandardShader(void); // Get standard shader
|
||||
Texture2D GetDefaultTexture(void); // Get default texture
|
||||
RLAPI Shader GetDefaultShader(void); // Get default shader
|
||||
RLAPI Shader GetStandardShader(void); // Get standard shader
|
||||
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
|
||||
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitVrDevice(int vdDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitAudioDevice(void); // Initialize audio device and context
|
||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
|
||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
|
||||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
void UnloadSound(Sound sound); // Unload sound
|
||||
void PlaySound(Sound sound); // Play a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
void StopSound(Sound sound); // Stop playing a sound
|
||||
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
RLAPI Sound LoadSound(char *fileName); // Load sound to memory
|
||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||
RLAPI void PlaySound(Sound sound); // Play a sound
|
||||
RLAPI void PauseSound(Sound sound); // Pause a sound
|
||||
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
||||
RLAPI void StopSound(Sound sound); // Stop playing a sound
|
||||
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
||||
int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
|
||||
void UpdateMusicStream(int index); // Updates buffers for music streaming
|
||||
void StopMusicStream(int index); // Stop music playing (close stream)
|
||||
void PauseMusicStream(int index); // Pause music playing
|
||||
void ResumeMusicStream(int index); // Resume playing paused music
|
||||
bool IsMusicPlaying(int index); // Check if music is playing
|
||||
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
|
||||
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
|
||||
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
|
||||
int GetMusicStreamCount(void); // Get number of streams loaded
|
||||
RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file
|
||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
|
||||
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
|
||||
RLAPI void PauseMusicStream(Music music); // Pause music playing
|
||||
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
|
||||
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
||||
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
|
||||
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
|
||||
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
||||
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
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