Merge branch 'master' into window-visibility
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commit
56173d7cf4
115 changed files with 19921 additions and 16373 deletions
67
src/raylib.h
67
src/raylib.h
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@ -135,6 +135,11 @@
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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// Temporal hack to avoid breaking old codebases using
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// deprecated raylib implementation of these functions
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#define FormatText TextFormat
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#define SubText TextSubtext
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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@ -471,7 +476,7 @@ typedef enum {
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KEY_X = 88,
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KEY_Y = 89,
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KEY_Z = 90,
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// Function keys
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KEY_SPACE = 32,
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KEY_ESCAPE = 256,
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@ -518,7 +523,7 @@ typedef enum {
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KEY_BACKSLASH = 92,
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KEY_RIGHT_BRACKET = 93,
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KEY_GRAVE = 96,
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// Keypad keys
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KEY_KP_0 = 320,
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KEY_KP_1 = 321,
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@ -672,6 +677,19 @@ typedef enum {
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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// Shader uniform data types
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typedef enum {
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UNIFORM_FLOAT = 0,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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UNIFORM_INT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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} ShaderUniformDataType;
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// Material map type
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typedef enum {
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MAP_ALBEDO = 0, // MAP_DIFFUSE
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@ -877,7 +895,6 @@ RLAPI Color GetColor(int hexValue); // Returns a C
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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// Misc. functions
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RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
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RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
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RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging bypassing raylib's one
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@ -939,8 +956,9 @@ RLAPI bool IsMouseButtonUp(int button); // Detect if a mou
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RLAPI int GetMouseX(void); // Returns mouse position X
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RLAPI int GetMouseY(void); // Returns mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
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RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
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RLAPI void SetMouseScale(float scale); // Set mouse scaling
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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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// Input-related functions: touch
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@ -990,7 +1008,7 @@ RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);
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RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color colors[4]); // Draw a color-filled rectangle with pro parameters
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RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
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RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
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RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
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RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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@ -1089,8 +1107,9 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely.
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RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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@ -1099,7 +1118,7 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
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// Font loading/unloading functions
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RLAPI Font GetFontDefault(void); // Get the default Font
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RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
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RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load font from file with extended parameters
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RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
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RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
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RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
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RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
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@ -1108,18 +1127,30 @@ RLAPI void UnloadFont(Font font);
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// Text drawing functions
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
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// Text misc. functions
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
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RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
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RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
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// Text string edition functions
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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RLAPI char **SplitText(char *text, char delimiter, int *strCount); // Split text string into multiple strings (memory should be freed manually!)
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RLAPI bool IsEqualText(const char *text1, const char *text2); // Check if two text string are equal
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// Text strings management functions
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// NOTE: Some strings allocate memory internally for returned strings, just be careful!
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RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
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RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
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RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
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RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
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RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!)
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RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!)
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RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
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RLAPI char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings (memory should be freed!)
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RLAPI void TextSplitEx(const char *text, char delimiter, int *count, const char **ptrs, int *lengths); // Get pointers to substrings separated by delimiter
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RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
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RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
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RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
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RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
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RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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@ -1215,8 +1246,8 @@ RLAPI Texture2D GetTextureDefault(void); // Get
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// Shader configuration functions
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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@ -1227,7 +1258,7 @@ RLAPI Matrix GetMatrixModelview(); // Get
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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// Shading begin/end functions
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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