diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc deleted file mode 100644 index c73d24803..000000000 Binary files a/release/html5/libraylib.bc and /dev/null differ diff --git a/release/html5/raylib.h b/release/html5/raylib.h deleted file mode 100644 index 69966069f..000000000 --- a/release/html5/raylib.h +++ /dev/null @@ -1,506 +0,0 @@ -/********************************************************************************************** -* -* raylib 1.2 (www.raylib.com) -* -* A simple and easy-to-use library to learn videogames programming -* -* Features: -* Library written in plain C code (C99) -* Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support -* Multiple textures support, including DDS and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 -* -* Used external libs: -* GLFW3 (www.glfw.org) for window/context management and input -* GLEW for OpenGL extensions loading (3.3+ and ES2) -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) -* stb_image_write (Sean Barret) for image writting (PNG) -* stb_vorbis (Sean Barret) for ogg audio loading -* OpenAL Soft for audio device/context management -* tinfl for data decompression (DEFLATE algorithm) -* -* Some design decisions: -* 32bit Colors - All defined color are always RGBA -* 32bit Textures - All loaded images are converted automatically to RGBA textures -* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures -* One custom default font is loaded automatically when InitWindow() -* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) -* -* -- LICENSE (raylib v1.2, September 2014) -- -* -* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYLIB_H -#define RAYLIB_H - -// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP -//#define PLATFORM_DESKTOP // Windows, Linux or OSX -//#define PLATFORM_ANDROID // Android device -//#define PLATFORM_RPI // Raspberry Pi -//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) - -// Security check in case no PLATFORM_* defined -#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) - #define PLATFORM_DESKTOP -#endif - -#if defined(PLATFORM_ANDROID) - #include // Defines android_app struct -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#ifndef PI -#define PI 3.14159265358979323846 -#endif - -#define DEG2RAD (PI / 180.0f) -#define RAD2DEG (180.0f / PI) - -// raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_SHOW_LOGO 2 -#define FLAG_SHOW_MOUSE_CURSOR 4 -#define FLAG_CENTERED_MODE 8 -#define FLAG_MSAA_4X_HINT 16 - -// Keyboard Function Keys -#define KEY_SPACE 32 -#define KEY_ESCAPE 256 -#define KEY_ENTER 257 -#define KEY_BACKSPACE 259 -#define KEY_RIGHT 262 -#define KEY_LEFT 263 -#define KEY_DOWN 264 -#define KEY_UP 265 -#define KEY_F1 290 -#define KEY_F2 291 -#define KEY_F3 292 -#define KEY_F4 293 -#define KEY_F5 294 -#define KEY_F6 295 -#define KEY_F7 296 -#define KEY_F8 297 -#define KEY_F9 298 -#define KEY_F10 299 -#define KEY_LEFT_SHIFT 340 -#define KEY_LEFT_CONTROL 341 -#define KEY_LEFT_ALT 342 -#define KEY_RIGHT_SHIFT 344 -#define KEY_RIGHT_CONTROL 345 -#define KEY_RIGHT_ALT 346 - -// Mouse Buttons -#define MOUSE_LEFT_BUTTON 0 -#define MOUSE_RIGHT_BUTTON 1 -#define MOUSE_MIDDLE_BUTTON 2 - -// Gamepad Number -#define GAMEPAD_PLAYER1 0 -#define GAMEPAD_PLAYER2 1 -#define GAMEPAD_PLAYER3 2 -#define GAMEPAD_PLAYER4 3 - -// 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 - -// TODO: Review Xbox360 USB Controller Buttons - -// 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 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) - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// Boolean type -typedef enum { false, true } bool; - -// byte type -typedef unsigned char byte; - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - Color *pixels; - int width; - int height; -} Image; - -// Texture2D type, bpp always RGBA (32bit) -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL id - int width; - int height; -} Texture2D; - -// Character type (one font glyph) -typedef struct Character { - int value; //char value = ' '; (int)value = 32; - int x; - int y; - int w; - int h; -} Character; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; - int numChars; - Character *charSet; -} SpriteFont; - -// Camera type, defines a camera position/orientation in 3d space -typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; -} Camera; - -// Vertex data definning a mesh -typedef struct VertexData { - int vertexCount; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *normals; // 3 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexData; - -// 3d Model type -// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) -typedef struct Model { - VertexData mesh; - unsigned int vaoId; - unsigned int vboId[4]; - unsigned int textureId; - //Matrix transform; -} Model; - -// Sound source type -typedef struct Sound { - unsigned int source; - unsigned int buffer; -} Sound; - -// Wave type, defines audio wave data -typedef struct Wave { - void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; - short bitsPerSample; - short channels; -} Wave; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ -#if defined(PLATFORM_ANDROID) -void InitWindow(int width, int height, struct android_app *state); // Init Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -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 -void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -#endif -int GetScreenWidth(void); // Get current screen width -int GetScreenHeight(void); // Get current screen height -int GetKeyPressed(void); // Get latest key pressed - -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) - -void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode - -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(void); // Returns current FPS -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 - -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 - -void SetupFlags(char flags); // Enable some window configurations -void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) - -//------------------------------------------------------------------------------------ -// 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 - -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 -#endif - -#if defined(PLATFORM_DESKTOP) -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad -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 -#endif - -#if defined(PLATFORM_ANDROID) -bool IsScreenTouched(void); // Detect screen touch event -int GetTouchX(void); // Returns touch position X -int GetTouchY(void); // Returns touch position Y -Vector2 GetTouchPosition(void); // Returns touch position XY -#endif - -//------------------------------------------------------------------------------------ -// 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 - -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 - -//------------------------------------------------------------------------------------ -// Texture Loading and Drawing Functions (Module: textures) -//------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -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 LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps) -Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) - -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 - 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 - -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 -int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) -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' - -//------------------------------------------------------------------------------------ -// 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 DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad -void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane -void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters -//DrawTorus(), DrawTeapot() are useless... - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, float maxHeight); // 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 -void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model - -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) - -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 - -//------------------------------------------------------------------------------------ -// 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) - -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 SoundIsPlaying(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) - -void PlayMusicStream(char *fileName); // Start music playing (open stream) -void StopMusicStream(void); // Stop music playing (close stream) -void PauseMusicStream(void); // Pause music playing -void ResumeMusicStream(void); // Resume playing paused music -bool MusicIsPlaying(void); // Check if music is playing -void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) -float GetMusicTimeLength(void); // Get current music time length (in seconds) -float GetMusicTimePlayed(void); // Get current music time played (in seconds) - -#ifdef __cplusplus -} -#endif - -#endif // RAYLIB_H diff --git a/release/linux/helpme! b/release/linux/helpme! deleted file mode 100644 index e69de29bb..000000000 diff --git a/release/mac/helpme! b/release/mac/helpme! deleted file mode 100644 index e69de29bb..000000000 diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h deleted file mode 100644 index 69966069f..000000000 --- a/release/win32-mingw/include/raylib.h +++ /dev/null @@ -1,506 +0,0 @@ -/********************************************************************************************** -* -* raylib 1.2 (www.raylib.com) -* -* A simple and easy-to-use library to learn videogames programming -* -* Features: -* Library written in plain C code (C99) -* Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support -* Multiple textures support, including DDS and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 -* -* Used external libs: -* GLFW3 (www.glfw.org) for window/context management and input -* GLEW for OpenGL extensions loading (3.3+ and ES2) -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) -* stb_image_write (Sean Barret) for image writting (PNG) -* stb_vorbis (Sean Barret) for ogg audio loading -* OpenAL Soft for audio device/context management -* tinfl for data decompression (DEFLATE algorithm) -* -* Some design decisions: -* 32bit Colors - All defined color are always RGBA -* 32bit Textures - All loaded images are converted automatically to RGBA textures -* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures -* One custom default font is loaded automatically when InitWindow() -* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) -* -* -- LICENSE (raylib v1.2, September 2014) -- -* -* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYLIB_H -#define RAYLIB_H - -// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP -//#define PLATFORM_DESKTOP // Windows, Linux or OSX -//#define PLATFORM_ANDROID // Android device -//#define PLATFORM_RPI // Raspberry Pi -//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) - -// Security check in case no PLATFORM_* defined -#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) - #define PLATFORM_DESKTOP -#endif - -#if defined(PLATFORM_ANDROID) - #include // Defines android_app struct -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#ifndef PI -#define PI 3.14159265358979323846 -#endif - -#define DEG2RAD (PI / 180.0f) -#define RAD2DEG (180.0f / PI) - -// raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_SHOW_LOGO 2 -#define FLAG_SHOW_MOUSE_CURSOR 4 -#define FLAG_CENTERED_MODE 8 -#define FLAG_MSAA_4X_HINT 16 - -// Keyboard Function Keys -#define KEY_SPACE 32 -#define KEY_ESCAPE 256 -#define KEY_ENTER 257 -#define KEY_BACKSPACE 259 -#define KEY_RIGHT 262 -#define KEY_LEFT 263 -#define KEY_DOWN 264 -#define KEY_UP 265 -#define KEY_F1 290 -#define KEY_F2 291 -#define KEY_F3 292 -#define KEY_F4 293 -#define KEY_F5 294 -#define KEY_F6 295 -#define KEY_F7 296 -#define KEY_F8 297 -#define KEY_F9 298 -#define KEY_F10 299 -#define KEY_LEFT_SHIFT 340 -#define KEY_LEFT_CONTROL 341 -#define KEY_LEFT_ALT 342 -#define KEY_RIGHT_SHIFT 344 -#define KEY_RIGHT_CONTROL 345 -#define KEY_RIGHT_ALT 346 - -// Mouse Buttons -#define MOUSE_LEFT_BUTTON 0 -#define MOUSE_RIGHT_BUTTON 1 -#define MOUSE_MIDDLE_BUTTON 2 - -// Gamepad Number -#define GAMEPAD_PLAYER1 0 -#define GAMEPAD_PLAYER2 1 -#define GAMEPAD_PLAYER3 2 -#define GAMEPAD_PLAYER4 3 - -// 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 - -// TODO: Review Xbox360 USB Controller Buttons - -// 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 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) - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// Boolean type -typedef enum { false, true } bool; - -// byte type -typedef unsigned char byte; - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - Color *pixels; - int width; - int height; -} Image; - -// Texture2D type, bpp always RGBA (32bit) -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL id - int width; - int height; -} Texture2D; - -// Character type (one font glyph) -typedef struct Character { - int value; //char value = ' '; (int)value = 32; - int x; - int y; - int w; - int h; -} Character; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; - int numChars; - Character *charSet; -} SpriteFont; - -// Camera type, defines a camera position/orientation in 3d space -typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; -} Camera; - -// Vertex data definning a mesh -typedef struct VertexData { - int vertexCount; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *normals; // 3 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexData; - -// 3d Model type -// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) -typedef struct Model { - VertexData mesh; - unsigned int vaoId; - unsigned int vboId[4]; - unsigned int textureId; - //Matrix transform; -} Model; - -// Sound source type -typedef struct Sound { - unsigned int source; - unsigned int buffer; -} Sound; - -// Wave type, defines audio wave data -typedef struct Wave { - void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; - short bitsPerSample; - short channels; -} Wave; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ -#if defined(PLATFORM_ANDROID) -void InitWindow(int width, int height, struct android_app *state); // Init Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -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 -void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -#endif -int GetScreenWidth(void); // Get current screen width -int GetScreenHeight(void); // Get current screen height -int GetKeyPressed(void); // Get latest key pressed - -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) - -void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode - -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(void); // Returns current FPS -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 - -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 - -void SetupFlags(char flags); // Enable some window configurations -void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) - -//------------------------------------------------------------------------------------ -// 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 - -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 -#endif - -#if defined(PLATFORM_DESKTOP) -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad -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 -#endif - -#if defined(PLATFORM_ANDROID) -bool IsScreenTouched(void); // Detect screen touch event -int GetTouchX(void); // Returns touch position X -int GetTouchY(void); // Returns touch position Y -Vector2 GetTouchPosition(void); // Returns touch position XY -#endif - -//------------------------------------------------------------------------------------ -// 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 - -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 - -//------------------------------------------------------------------------------------ -// Texture Loading and Drawing Functions (Module: textures) -//------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -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 LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps) -Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) - -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 - 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 - -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 -int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) -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' - -//------------------------------------------------------------------------------------ -// 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 DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad -void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane -void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters -//DrawTorus(), DrawTeapot() are useless... - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, float maxHeight); // 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 -void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model - -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) - -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 - -//------------------------------------------------------------------------------------ -// 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) - -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 SoundIsPlaying(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) - -void PlayMusicStream(char *fileName); // Start music playing (open stream) -void StopMusicStream(void); // Stop music playing (close stream) -void PauseMusicStream(void); // Pause music playing -void ResumeMusicStream(void); // Resume playing paused music -bool MusicIsPlaying(void); // Check if music is playing -void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) -float GetMusicTimeLength(void); // Get current music time length (in seconds) -float GetMusicTimePlayed(void); // Get current music time played (in seconds) - -#ifdef __cplusplus -} -#endif - -#endif // RAYLIB_H diff --git a/release/win32-mingw/lib/libraylib.a b/release/win32-mingw/lib/libraylib.a deleted file mode 100644 index d93212483..000000000 Binary files a/release/win32-mingw/lib/libraylib.a and /dev/null differ diff --git a/release/win32-mingw/resources/raylib_icon.o b/release/win32-mingw/resources/raylib_icon.o deleted file mode 100644 index 2038c07a3..000000000 Binary files a/release/win32-mingw/resources/raylib_icon.o and /dev/null differ