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/**********************************************************************************************
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*
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* raylib - A simple and easy - to - use library to learn videogames programming ( www . raylib . com )
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*
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* FEATURES :
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* - Written in plain C code ( C99 ) in PascalCase / camelCase notation
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* - Hardware accelerated with OpenGL ( 1.1 , 2.1 , 3.3 or ES2 - choose at compile )
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* - Unique OpenGL abstraction layer ( usable as standalone module ) : [ rlgl ]
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* - Powerful fonts module with SpriteFonts support ( XNA fonts , AngelCode fonts , TTF )
* - Outstanding texture formats support , including compressed formats ( DXT , ETC , ASTC )
* - Full 3 d support for 3 d Shapes , Models , Billboards , Heightmaps and more !
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* - Flexible Materials system , supporting classic maps and PBR maps
* - Shaders support , including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector , Matrix and Quaternion operations : [ raymath ]
* - Audio loading and playing with streaming support ( WAV , OGG , FLAC , XM , MOD )
* - Multiple platforms support : Windows , Linux , FreeBSD , MacOS , UWP , Android , Raspberry Pi , HTML5 .
* - VR stereo rendering with configurable HMD device parameters
* - NO external dependencies , all required libraries included with raylib
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* - Complete bindings to LUA ( raylib - lua ) and Go ( raylib - go )
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*
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* NOTES :
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* One custom font is loaded by default when InitWindow ( ) [ core ]
* If using OpenGL 3.3 or ES2 , one default shader is loaded automatically ( internally defined ) [ rlgl ]
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* If using OpenGL 3.3 or ES2 , several vertex buffers ( VAO / VBO ) are created to manage lines - triangles - quads
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*
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* DEPENDENCIES ( included ) :
* rglfw ( github . com / glfw / glfw ) for window / context management and input ( only PLATFORM_DESKTOP ) [ core ]
* glad ( github . com / Dav1dde / glad ) for OpenGL extensions loading ( 3.3 Core profile , only PLATFORM_DESKTOP ) [ rlgl ]
* mini_al ( github . com / dr - soft / mini_al ) for audio device / context management [ audio ]
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*
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* OPTIONAL DEPENDENCIES ( included ) :
* stb_image ( Sean Barret ) for images loading ( BMP , TGA , PNG , JPEG , HDR . . . ) [ textures ]
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* stb_image_resize ( Sean Barret ) for image resizing algorythms [ textures ]
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* stb_image_write ( Sean Barret ) for image writting ( PNG ) [ utils ]
* stb_truetype ( Sean Barret ) for ttf fonts loading [ text ]
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* stb_vorbis ( Sean Barret ) for OGG audio loading [ audio ]
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* stb_perlin ( Sean Barret ) for Perlin noise image generation [ textures ]
* par_shapes ( Philip Rideout ) for parametric 3 d shapes generation [ models ]
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* jar_xm ( Joshua Reisenauer ) for XM audio module loading [ audio ]
* jar_mod ( Joshua Reisenauer ) for MOD audio module loading [ audio ]
* dr_flac ( David Reid ) for FLAC audio file loading [ audio ]
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* rgif ( Charlie Tangora , Ramon Santamaria ) for GIF recording [ core ]
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* tinfl for data decompression ( DEFLATE algorithm ) [ rres ]
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*
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*
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* LICENSE : zlib / libpng
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*
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* raylib is licensed under an unmodified zlib / libpng license , which is an OSI - certified ,
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* BSD - like license that allows static linking with closed source software :
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*
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* Copyright ( c ) 2013 - 2018 Ramon Santamaria ( @ raysan5 )
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*
* This software is provided " as-is " , without any express or implied warranty . In no event
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* will the authors be held liable for any damages arising from the use of this software .
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*
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* Permission is granted to anyone to use this software for any purpose , including commercial
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* applications , and to alter it and redistribute it freely , subject to the following restrictions :
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*
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* 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
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* in the product documentation would be appreciated but is not required .
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*
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* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
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*
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* 3. This notice may not be removed or altered from any source distribution .
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*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef RAYLIB_H
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# define RAYLIB_H
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# if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
# define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
# elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
# define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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# else
# define RLAPI // We are building or using raylib as a static library (or Linux shared library)
# endif
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//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
# ifndef PI
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# define PI 3.14159265358979323846f
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# endif
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# define DEG2RAD (PI / 180.0f)
# define RAD2DEG (180.0f / PI)
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// raylib Config Flags
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# define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
# define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
# define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
# define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
# define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
# define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
# define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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// Keyboard Function Keys
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# define KEY_SPACE 32
# define KEY_ESCAPE 256
# define KEY_ENTER 257
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# define KEY_TAB 258
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# define KEY_BACKSPACE 259
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# define KEY_INSERT 260
# define KEY_DELETE 261
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# define KEY_RIGHT 262
# define KEY_LEFT 263
# define KEY_DOWN 264
# define KEY_UP 265
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# define KEY_PAGE_UP 266
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# define KEY_PAGE_DOWN 267
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# define KEY_HOME 268
# define KEY_END 269
# define KEY_CAPS_LOCK 280
# define KEY_SCROLL_LOCK 281
# define KEY_NUM_LOCK 282
# define KEY_PRINT_SCREEN 283
# define KEY_PAUSE 284
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# 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
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# define KEY_F11 300
# define KEY_F12 301
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# 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
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# define KEY_GRAVE 96
# define KEY_SLASH 47
# define KEY_BACKSLASH 92
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// Keyboard Alpha Numeric Keys
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# define KEY_ZERO 48
# define KEY_ONE 49
# define KEY_TWO 50
# define KEY_THREE 51
# define KEY_FOUR 52
# define KEY_FIVE 53
# define KEY_SIX 54
# define KEY_SEVEN 55
# define KEY_EIGHT 56
# define KEY_NINE 57
# define KEY_A 65
# define KEY_B 66
# define KEY_C 67
# define KEY_D 68
# define KEY_E 69
# define KEY_F 70
# define KEY_G 71
# define KEY_H 72
# define KEY_I 73
# define KEY_J 74
# define KEY_K 75
# define KEY_L 76
# define KEY_M 77
# define KEY_N 78
# define KEY_O 79
# define KEY_P 80
# define KEY_Q 81
# define KEY_R 82
# define KEY_S 83
# define KEY_T 84
# define KEY_U 85
# define KEY_V 86
# define KEY_W 87
# define KEY_X 88
# define KEY_Y 89
# define KEY_Z 90
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// Android Physical Buttons
# define KEY_BACK 4
# define KEY_MENU 82
# define KEY_VOLUME_UP 24
# define KEY_VOLUME_DOWN 25
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// Mouse Buttons
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# define MOUSE_LEFT_BUTTON 0
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# define MOUSE_RIGHT_BUTTON 1
# define MOUSE_MIDDLE_BUTTON 2
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// Touch points registered
# define MAX_TOUCH_POINTS 2
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// Gamepad Number
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# define GAMEPAD_PLAYER1 0
# define GAMEPAD_PLAYER2 1
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# define GAMEPAD_PLAYER3 2
# define GAMEPAD_PLAYER4 3
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// Gamepad Buttons/Axis
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// PS3 USB Controller Buttons
# define GAMEPAD_PS3_BUTTON_TRIANGLE 0
# define GAMEPAD_PS3_BUTTON_CIRCLE 1
# define GAMEPAD_PS3_BUTTON_CROSS 2
# define GAMEPAD_PS3_BUTTON_SQUARE 3
# define GAMEPAD_PS3_BUTTON_L1 6
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# define GAMEPAD_PS3_BUTTON_R1 7
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# define GAMEPAD_PS3_BUTTON_L2 4
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# define GAMEPAD_PS3_BUTTON_R2 5
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# define GAMEPAD_PS3_BUTTON_START 8
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# define GAMEPAD_PS3_BUTTON_SELECT 9
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# define GAMEPAD_PS3_BUTTON_UP 24
# define GAMEPAD_PS3_BUTTON_RIGHT 25
# define GAMEPAD_PS3_BUTTON_DOWN 26
# define GAMEPAD_PS3_BUTTON_LEFT 27
# define GAMEPAD_PS3_BUTTON_PS 12
// PS3 USB Controller Axis
# define GAMEPAD_PS3_AXIS_LEFT_X 0
# define GAMEPAD_PS3_AXIS_LEFT_Y 1
# define GAMEPAD_PS3_AXIS_RIGHT_X 2
# define GAMEPAD_PS3_AXIS_RIGHT_Y 5
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# define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
# define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
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// Xbox360 USB Controller Buttons
# define GAMEPAD_XBOX_BUTTON_A 0
# define GAMEPAD_XBOX_BUTTON_B 1
# define GAMEPAD_XBOX_BUTTON_X 2
# define GAMEPAD_XBOX_BUTTON_Y 3
# define GAMEPAD_XBOX_BUTTON_LB 4
# define GAMEPAD_XBOX_BUTTON_RB 5
# define GAMEPAD_XBOX_BUTTON_SELECT 6
# define GAMEPAD_XBOX_BUTTON_START 7
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# define GAMEPAD_XBOX_BUTTON_UP 10
# define GAMEPAD_XBOX_BUTTON_RIGHT 11
# define GAMEPAD_XBOX_BUTTON_DOWN 12
# define GAMEPAD_XBOX_BUTTON_LEFT 13
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# define GAMEPAD_XBOX_BUTTON_HOME 8
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// Xbox360 USB Controller Axis
// NOTE: For Raspberry Pi, axis must be reconfigured
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# if defined(PLATFORM_RPI)
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# define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
# define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
# define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
# define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
# define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
# define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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# else
# define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
# define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
# define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
# define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
# define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
# define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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# endif
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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# ifdef __cplusplus
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# define CLITERAL
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# else
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# define CLITERAL (Color)
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# endif
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// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
# 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 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)
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// Shader and material limits
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# define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
# define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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# ifndef __cplusplus
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// Boolean type
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# ifndef bool
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typedef enum { false , true } bool ;
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# endif
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# endif
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// Vector2 type
typedef struct Vector2 {
float x ;
float y ;
} Vector2 ;
// Vector3 type
typedef struct Vector3 {
float x ;
float y ;
float z ;
} Vector3 ;
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// Vector4 type
typedef struct Vector4 {
float x ;
float y ;
float z ;
float w ;
} Vector4 ;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0 , m4 , m8 , m12 ;
float m1 , m5 , m9 , m13 ;
float m2 , m6 , m10 , m14 ;
float m3 , m7 , m11 , m15 ;
} Matrix ;
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// Color type, RGBA (32bit)
typedef struct Color {
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unsigned char r ;
unsigned char g ;
unsigned char b ;
unsigned char a ;
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} Color ;
// Rectangle type
typedef struct Rectangle {
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int x ;
int y ;
int width ;
int height ;
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} Rectangle ;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
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void * data ; // Image raw data
int width ; // Image base width
int height ; // Image base height
int mipmaps ; // Mipmap levels, 1 by default
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int format ; // Data format (PixelFormat type)
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} Image ;
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// Texture2D type
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// NOTE: Data stored in GPU memory
typedef struct Texture2D {
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unsigned int id ; // OpenGL texture id
int width ; // Texture base width
int height ; // Texture base height
int mipmaps ; // Mipmap levels, 1 by default
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int format ; // Data format (PixelFormat type)
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} Texture2D ;
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// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
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unsigned int id ; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture ; // Color buffer attachment texture
Texture2D depth ; // Depth buffer attachment texture
} RenderTexture2D ;
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// SpriteFont character info
typedef struct CharInfo {
int value ; // Character value (Unicode)
Rectangle rec ; // Character rectangle in sprite font
int offsetX ; // Character offset X when drawing
int offsetY ; // Character offset Y when drawing
int advanceX ; // Character advance position X
} CharInfo ;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture ; // Font texture
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int baseSize ; // Base size (default chars height)
int charsCount ; // Number of characters
CharInfo * chars ; // Characters info data
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} SpriteFont ;
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// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
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Vector3 position ; // Camera position
Vector3 target ; // Camera target it looks-at
Vector3 up ; // Camera up vector (rotation over its axis)
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float fovy ; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int type ; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera ;
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// Camera2D type, defines a 2d camera
typedef struct Camera2D {
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Vector2 offset ; // Camera offset (displacement from target)
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Vector2 target ; // Camera target (rotation and zoom origin)
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float rotation ; // Camera rotation in degrees
float zoom ; // Camera zoom (scaling), should be 1.0f by default
} Camera2D ;
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// Bounding box type
typedef struct BoundingBox {
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Vector3 min ; // Minimum vertex box-corner
Vector3 max ; // Maximum vertex box-corner
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} BoundingBox ;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount ; // Number of vertices stored in arrays
int triangleCount ; // Number of triangles stored (indexed or not)
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float * vertices ; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float * texcoords2 ; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float * normals ; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float * tangents ; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char * colors ; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short * indices ; // Vertex indices (in case vertex data comes indexed)
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unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int vboId [ 7 ] ; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh ;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id ; // Shader program id
int locs [ MAX_SHADER_LOCATIONS ] ; // Shader locations array
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} Shader ;
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// Material texture map
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typedef struct MaterialMap {
Texture2D texture ; // Material map texture
Color color ; // Material map color
float value ; // Material map value
} MaterialMap ;
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// Material type (generic)
typedef struct Material {
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Shader shader ; // Material shader
MaterialMap maps [ MAX_MATERIAL_MAPS ] ; // Material maps
float * params ; // Material generic parameters (if required)
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} Material ;
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// Model type
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typedef struct Model {
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Mesh mesh ; // Vertex data buffers (RAM and VRAM)
Matrix transform ; // Local transform matrix
Material material ; // Shader and textures data
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} Model ;
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// Ray type (useful for raycast)
typedef struct Ray {
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Vector3 position ; // Ray position (origin)
Vector3 direction ; // Ray direction
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} Ray ;
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// Raycast hit information
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typedef struct RayHitInfo {
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bool hit ; // Did the ray hit something?
float distance ; // Distance to nearest hit
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Vector3 position ; // Position of nearest hit
Vector3 normal ; // Surface normal of hit
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} RayHitInfo ;
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// Wave type, defines audio wave data
typedef struct Wave {
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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)
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void * data ; // Buffer data pointer
} Wave ;
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// Sound source type
typedef struct Sound {
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void * audioBuffer ; // Pointer to internal data used by the audio system
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unsigned int source ; // Audio source id
unsigned int buffer ; // Audio buffer id
int format ; // Audio format specifier
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} Sound ;
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// Music type (file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct MusicData * Music ;
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// 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)
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void * audioBuffer ; // Pointer to internal data used by the audio system.
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int format ; // Audio format specifier
unsigned int source ; // Audio source id
unsigned int buffers [ 2 ] ; // Audio buffers (double buffering)
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} AudioStream ;
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// Head-Mounted-Display device parameters
typedef struct VrDeviceInfo {
int hResolution ; // HMD horizontal resolution in pixels
int vResolution ; // HMD vertical resolution in pixels
float hScreenSize ; // HMD horizontal size in meters
float vScreenSize ; // HMD vertical size in meters
float vScreenCenter ; // HMD screen center in meters
float eyeToScreenDistance ; // HMD distance between eye and display in meters
float lensSeparationDistance ; // HMD lens separation distance in meters
float interpupillaryDistance ; // HMD IPD (distance between pupils) in meters
float lensDistortionValues [ 4 ] ; // HMD lens distortion constant parameters
float chromaAbCorrection [ 4 ] ; // HMD chromatic aberration correction parameters
} VrDeviceInfo ;
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//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// Trace log type
typedef enum {
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LOG_INFO = 1 ,
LOG_WARNING = 2 ,
LOG_ERROR = 4 ,
LOG_DEBUG = 8 ,
LOG_OTHER = 16
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} LogType ;
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// Shader location point type
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typedef enum {
LOC_VERTEX_POSITION = 0 ,
LOC_VERTEX_TEXCOORD01 ,
LOC_VERTEX_TEXCOORD02 ,
LOC_VERTEX_NORMAL ,
LOC_VERTEX_TANGENT ,
LOC_VERTEX_COLOR ,
LOC_MATRIX_MVP ,
LOC_MATRIX_MODEL ,
LOC_MATRIX_VIEW ,
LOC_MATRIX_PROJECTION ,
LOC_VECTOR_VIEW ,
LOC_COLOR_DIFFUSE ,
LOC_COLOR_SPECULAR ,
LOC_COLOR_AMBIENT ,
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LOC_MAP_ALBEDO , // LOC_MAP_DIFFUSE
LOC_MAP_METALNESS , // LOC_MAP_SPECULAR
LOC_MAP_NORMAL ,
LOC_MAP_ROUGHNESS ,
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LOC_MAP_OCCLUSION ,
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LOC_MAP_EMISSION ,
LOC_MAP_HEIGHT ,
LOC_MAP_CUBEMAP ,
LOC_MAP_IRRADIANCE ,
LOC_MAP_PREFILTER ,
LOC_MAP_BRDF
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} ShaderLocationIndex ;
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# define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
# define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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// Material map type
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typedef enum {
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MAP_ALBEDO = 0 , // MAP_DIFFUSE
MAP_METALNESS = 1 , // MAP_SPECULAR
MAP_NORMAL = 2 ,
MAP_ROUGHNESS = 3 ,
MAP_OCCLUSION ,
MAP_EMISSION ,
MAP_HEIGHT ,
MAP_CUBEMAP , // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_IRRADIANCE , // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_PREFILTER , // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_BRDF
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} TexmapIndex ;
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# define MAP_DIFFUSE MAP_ALBEDO
# define MAP_SPECULAR MAP_METALNESS
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// Pixel formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA , // 8*2 bpp (2 channels)
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UNCOMPRESSED_R5G6B5 , // 16 bpp
UNCOMPRESSED_R8G8B8 , // 24 bpp
UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8 , // 32 bpp
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UNCOMPRESSED_R32 , // 32 bpp (1 channel - float)
UNCOMPRESSED_R32G32B32 , // 32*3 bpp (3 channels - float)
UNCOMPRESSED_R32G32B32A32 , // 32*4 bpp (4 channels - float)
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COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA , // 8 bpp
COMPRESSED_DXT5_RGBA , // 8 bpp
COMPRESSED_ETC1_RGB , // 4 bpp
COMPRESSED_ETC2_RGB , // 4 bpp
COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
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COMPRESSED_PVRT_RGB , // 4 bpp
COMPRESSED_PVRT_RGBA , // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} PixelFormat ;
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
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FILTER_POINT = 0 , // No filter, just pixel aproximation
FILTER_BILINEAR , // Linear filtering
FILTER_TRILINEAR , // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X , // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X , // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X , // Anisotropic filtering 16x
} TextureFilterMode ;
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// Texture parameters: wrap mode
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typedef enum {
WRAP_REPEAT = 0 ,
WRAP_CLAMP ,
WRAP_MIRROR
} TextureWrapMode ;
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// Color blending modes (pre-defined)
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typedef enum {
BLEND_ALPHA = 0 ,
BLEND_ADDITIVE ,
BLEND_MULTIPLIED
} BlendMode ;
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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typedef enum {
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GESTURE_NONE = 0 ,
GESTURE_TAP = 1 ,
GESTURE_DOUBLETAP = 2 ,
GESTURE_HOLD = 4 ,
GESTURE_DRAG = 8 ,
GESTURE_SWIPE_RIGHT = 16 ,
GESTURE_SWIPE_LEFT = 32 ,
GESTURE_SWIPE_UP = 64 ,
GESTURE_SWIPE_DOWN = 128 ,
GESTURE_PINCH_IN = 256 ,
GESTURE_PINCH_OUT = 512
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} Gestures ;
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// Camera system modes
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typedef enum {
CAMERA_CUSTOM = 0 ,
CAMERA_FREE ,
CAMERA_ORBITAL ,
CAMERA_FIRST_PERSON ,
CAMERA_THIRD_PERSON
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} CameraMode ;
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// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0 ,
CAMERA_ORTHOGRAPHIC
} CameraType ;
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// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0 ,
HMD_OCULUS_RIFT_DK2 ,
HMD_OCULUS_RIFT_CV1 ,
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HMD_OCULUS_GO ,
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HMD_VALVE_HTC_VIVE ,
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HMD_SONY_PSVR
} VrDeviceType ;
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# ifdef __cplusplus
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extern " C " { // Prevents name mangling of functions
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# endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
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// Window-related functions
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RLAPI void InitWindow ( int width , int height , const char * title ) ; // Initialize window and OpenGL context
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RLAPI void CloseWindow ( void ) ; // Close window and unload OpenGL context
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RLAPI bool IsWindowReady ( void ) ; // Check if window has been initialized successfully
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RLAPI bool WindowShouldClose ( void ) ; // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI bool IsWindowMinimized ( void ) ; // Check if window has been minimized (or lost focus)
RLAPI void ToggleFullscreen ( void ) ; // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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RLAPI void SetWindowIcon ( Image image ) ; // Set icon for window (only PLATFORM_DESKTOP)
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RLAPI void SetWindowTitle ( const char * title ) ; // Set title for window (only PLATFORM_DESKTOP)
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RLAPI void SetWindowPosition ( int x , int y ) ; // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor ( int monitor ) ; // Set monitor for the current window (fullscreen mode)
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RLAPI void SetWindowMinSize ( int width , int height ) ; // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowSize ( int width , int height ) ; // Set window dimensions
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RLAPI int GetScreenWidth ( void ) ; // Get current screen width
RLAPI int GetScreenHeight ( void ) ; // Get current screen height
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// Cursor-related functions
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RLAPI void ShowCursor ( void ) ; // Shows cursor
RLAPI void HideCursor ( void ) ; // Hides cursor
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RLAPI bool IsCursorHidden ( void ) ; // Check if cursor is not visible
RLAPI void EnableCursor ( void ) ; // Enables cursor (unlock cursor)
RLAPI void DisableCursor ( void ) ; // Disables cursor (lock cursor)
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// Drawing-related functions
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RLAPI void ClearBackground ( Color color ) ; // Set background color (framebuffer clear color)
RLAPI void BeginDrawing ( void ) ; // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing ( void ) ; // End canvas drawing and swap buffers (double buffering)
RLAPI void Begin2dMode ( Camera2D camera ) ; // Initialize 2D mode with custom camera (2D)
RLAPI void End2dMode ( void ) ; // Ends 2D mode with custom camera
RLAPI void Begin3dMode ( Camera camera ) ; // Initializes 3D mode with custom camera (3D)
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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
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// Screen-space-related functions
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RLAPI Ray GetMouseRay ( Vector2 mousePosition , Camera camera ) ; // Returns a ray trace from mouse position
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RLAPI Vector2 GetWorldToScreen ( Vector3 position , Camera camera ) ; // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix ( Camera camera ) ; // Returns camera transform matrix (view matrix)
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// Timming-related functions
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RLAPI void SetTargetFPS ( int fps ) ; // Set target FPS (maximum)
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RLAPI int GetFPS ( void ) ; // Returns current FPS
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RLAPI float GetFrameTime ( void ) ; // Returns time in seconds for last frame drawn
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RLAPI double GetTime ( void ) ; // Returns elapsed time in seconds since InitWindow()
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// Color-related functions
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RLAPI int ColorToInt ( Color color ) ; // Returns hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize ( Color color ) ; // Returns color normalized as float [0..1]
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RLAPI Vector3 ColorToHSV ( Color color ) ; // Returns HSV values for a Color
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RLAPI Color GetColor ( int hexValue ) ; // Returns a Color struct from hexadecimal value
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 TraceLog ( int logType , const char * text , . . . ) ; // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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RLAPI void TakeScreenshot ( const char * fileName ) ; // Takes a screenshot of current screen (saved a .png)
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RLAPI int GetRandomValue ( int min , int max ) ; // Returns a random value between min and max (both included)
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// Files management functions
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RLAPI bool IsFileExtension ( const char * fileName , const char * ext ) ; // Check file extension
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RLAPI const char * GetExtension ( const char * fileName ) ; // Get pointer to extension for a filename string
RLAPI const char * GetFileName ( const char * filePath ) ; // Get pointer to filename for a path string
RLAPI const char * GetDirectoryPath ( const char * fileName ) ; // Get full path for a given fileName (uses static string)
RLAPI const char * GetWorkingDirectory ( void ) ; // Get current working directory (uses static string)
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RLAPI bool ChangeDirectory ( const char * dir ) ; // Change working directory, returns true if success
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RLAPI bool IsFileDropped ( void ) ; // Check if a file has been dropped into window
RLAPI char * * GetDroppedFiles ( int * count ) ; // Get dropped files names
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RLAPI void ClearDroppedFiles ( void ) ; // Clear dropped files paths buffer
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// Persistent storage management
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RLAPI void StorageSaveValue ( int position , int value ) ; // Save integer value to storage file (to defined position)
RLAPI int StorageLoadValue ( int position ) ; // Load integer value from storage file (from defined position)
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//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
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// Input-related functions: keyboard
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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)
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable ( int gamepad ) ; // Detect if a gamepad is available
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RLAPI bool IsGamepadName ( int gamepad , const char * name ) ; // Check gamepad name (if available)
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RLAPI const char * GetGamepadName ( int gamepad ) ; // Return gamepad internal name id
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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
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RLAPI int GetGamepadButtonPressed ( void ) ; // Get the last gamepad button pressed
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RLAPI int GetGamepadAxisCount ( int gamepad ) ; // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement ( int gamepad , int axis ) ; // Return axis movement value for a gamepad axis
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// Input-related functions: mouse
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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
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RLAPI void SetMouseScale ( float scale ) ; // 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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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)
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//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
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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
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//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
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RLAPI void SetCameraMode ( Camera camera , int mode ) ; // Set camera mode (multiple camera modes available)
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RLAPI void UpdateCamera ( Camera * camera ) ; // Update camera position for selected mode
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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)
RLAPI void SetCameraMoveControls ( int frontKey , int backKey ,
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int rightKey , int leftKey ,
int upKey , int downKey ) ; // Set camera move controls (1st person and 3rd person cameras)
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//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
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// Basic shapes drawing functions
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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)
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RLAPI void DrawLineEx ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw a line defining thickness
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RLAPI void DrawLineBezier ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw a line using cubic-bezier curves in-out
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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
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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 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
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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RLAPI void DrawRectangleLines ( int posX , int posY , int width , int height , Color color ) ; // Draw rectangle outline
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RLAPI void DrawRectangleLinesEx ( Rectangle rec , int lineThick , Color color ) ; // Draw rectangle outline with extended parameters
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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
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// Basic shapes collision detection functions
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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
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//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
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// Image/Texture2D data loading/unloading/saving functions
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RLAPI Image LoadImage ( const char * fileName ) ; // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageEx ( Color * pixels , int width , int height ) ; // Load image from Color array data (RGBA - 32bit)
RLAPI Image LoadImagePro ( void * data , int width , int height , int format ) ; // Load image from raw data with parameters
RLAPI Image LoadImageRaw ( const char * fileName , int width , int height , int format , int headerSize ) ; // Load image from RAW file data
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RLAPI void ExportImage ( const char * fileName , Image image ) ; // Export image as a PNG file
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RLAPI Texture2D LoadTexture ( const char * fileName ) ; // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage ( Image image ) ; // Load texture from image data
RLAPI RenderTexture2D LoadRenderTexture ( int width , int height ) ; // Load texture for rendering (framebuffer)
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RLAPI void UnloadImage ( Image image ) ; // Unload image from CPU memory (RAM)
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RLAPI void UnloadTexture ( Texture2D texture ) ; // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture ( RenderTexture2D target ) ; // Unload render texture from GPU memory (VRAM)
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RLAPI Color * GetImageData ( Image image ) ; // Get pixel data from image as a Color struct array
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RLAPI int GetPixelDataSize ( int width , int height , int format ) ; // Get pixel data size in bytes (image or texture)
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RLAPI Image GetTextureData ( Texture2D texture ) ; // Get pixel data from GPU texture and return an Image
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RLAPI void UpdateTexture ( Texture2D texture , const void * pixels ) ; // Update GPU texture with new data
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// Image manipulation functions
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RLAPI Image ImageCopy ( Image image ) ; // Create an image duplicate (useful for transformations)
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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
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RLAPI void ImageAlphaMask ( Image * image , Image alphaMask ) ; // Apply alpha mask to image
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RLAPI void ImageAlphaClear ( Image * image , Color color , float threshold ) ; // Clear alpha channel to desired color
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RLAPI void ImageAlphaCrop ( Image * image , float threshold ) ; // Crop image depending on alpha value
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RLAPI void ImageAlphaPremultiply ( Image * image ) ; // Premultiply alpha channel
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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)
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RLAPI void ImageMipmaps ( Image * image ) ; // Generate all mipmap levels for a provided image
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RLAPI void ImageDither ( Image * image , int rBpp , int gBpp , int bBpp , int aBpp ) ; // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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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
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RLAPI void ImageDrawRectangle ( Image * dst , Vector2 position , Rectangle rec , Color color ) ; // Draw rectangle within an image
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RLAPI void ImageDrawText ( Image * dst , Vector2 position , const char * text , int fontSize , Color color ) ; // Draw text (default font) within an image (destination)
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RLAPI void ImageDrawTextEx ( Image * dst , Vector2 position , SpriteFont font , const char * text ,
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float fontSize , int spacing , Color color ) ; // Draw text (custom sprite font) within an image (destination)
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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)
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// Image generation functions
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RLAPI Image GenImageColor ( int width , int height , Color color ) ; // Generate image: plain color
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RLAPI Image GenImageGradientV ( int width , int height , Color top , Color bottom ) ; // Generate image: vertical gradient
RLAPI Image GenImageGradientH ( int width , int height , Color left , Color right ) ; // Generate image: horizontal gradient
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RLAPI Image GenImageGradientRadial ( int width , int height , float density , Color inner , Color outer ) ; // Generate image: radial gradient
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RLAPI Image GenImageChecked ( int width , int height , int checksX , int checksY , Color col1 , Color col2 ) ; // Generate image: checked
RLAPI Image GenImageWhiteNoise ( int width , int height , float factor ) ; // Generate image: white noise
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RLAPI Image GenImagePerlinNoise ( int width , int height , int offsetX , int offsetY , float scale ) ; // Generate image: perlin noise
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RLAPI Image GenImageCellular ( int width , int height , int tileSize ) ; // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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// Texture2D configuration functions
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RLAPI void GenTextureMipmaps ( Texture2D * texture ) ; // Generate GPU mipmaps for a texture
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RLAPI void SetTextureFilter ( Texture2D texture , int filterMode ) ; // Set texture scaling filter mode
RLAPI void SetTextureWrap ( Texture2D texture , int wrapMode ) ; // Set texture wrapping mode
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// Texture2D drawing functions
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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
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float rotation , Color tint ) ;
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//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
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// SpriteFont loading/unloading functions
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RLAPI SpriteFont GetDefaultFont ( void ) ; // Get the default SpriteFont
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RLAPI SpriteFont LoadSpriteFont ( const char * fileName ) ; // Load SpriteFont from file into GPU memory (VRAM)
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RLAPI SpriteFont LoadSpriteFontEx ( const char * fileName , int fontSize , int charsCount , int * fontChars ) ; // Load SpriteFont from file with extended parameters
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RLAPI void UnloadSpriteFont ( SpriteFont font ) ; // Unload SpriteFont from GPU memory (VRAM)
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// Text drawing functions
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 ( SpriteFont font , const char * text , Vector2 position , // Draw text using SpriteFont and additional parameters
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float fontSize , int spacing , Color tint ) ;
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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 ( SpriteFont font , const char * text , float fontSize , int spacing ) ; // Measure string size for SpriteFont
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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
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RLAPI int GetGlyphIndex ( SpriteFont font , int character ) ; // Returns index position for a unicode character on sprite font
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//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
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// Basic geometric 3D shapes drawing functions
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RLAPI void DrawLine3D ( Vector3 startPos , Vector3 endPos , Color color ) ; // Draw a line in 3D world space
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RLAPI void DrawCircle3D ( Vector3 center , float radius , Vector3 rotationAxis , float rotationAngle , Color color ) ; // Draw a circle in 3D world space
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RLAPI void DrawCube ( Vector3 position , float width , float height , float length , Color color ) ; // Draw cube
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RLAPI void DrawCubeV ( Vector3 position , Vector3 size , Color color ) ; // Draw cube (Vector version)
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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
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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
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//DrawTorus(), DrawTeapot() could be useful?
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//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
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// Model loading/unloading functions
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RLAPI Model LoadModel ( const char * fileName ) ; // Load model from files (mesh and material)
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RLAPI Model LoadModelFromMesh ( Mesh mesh ) ; // Load model from generated mesh
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RLAPI void UnloadModel ( Model model ) ; // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
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RLAPI Mesh LoadMesh ( const char * fileName ) ; // Load mesh from file
RLAPI void UnloadMesh ( Mesh * mesh ) ; // Unload mesh from memory (RAM and/or VRAM)
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RLAPI void ExportMesh ( const char * fileName , Mesh mesh ) ; // Export mesh as an OBJ file
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// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox ( Mesh mesh ) ; // Compute mesh bounding box limits
RLAPI void MeshTangents ( Mesh * mesh ) ; // Compute mesh tangents
RLAPI void MeshBinormals ( Mesh * mesh ) ; // Compute mesh binormals
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// Mesh generation functions
RLAPI Mesh GenMeshPlane ( float width , float length , int resX , int resZ ) ; // Generate plane mesh (with subdivisions)
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RLAPI Mesh GenMeshCube ( float width , float height , float length ) ; // Generate cuboid mesh
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RLAPI Mesh GenMeshSphere ( float radius , int rings , int slices ) ; // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere ( float radius , int rings , int slices ) ; // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder ( float radius , float height , int slices ) ; // Generate cylinder mesh
RLAPI Mesh GenMeshTorus ( float radius , float size , int radSeg , int sides ) ; // Generate torus mesh
RLAPI Mesh GenMeshKnot ( float radius , float size , int radSeg , int sides ) ; // Generate trefoil knot mesh
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RLAPI Mesh GenMeshHeightmap ( Image heightmap , Vector3 size ) ; // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap ( Image cubicmap , Vector3 cubeSize ) ; // Generate cubes-based map mesh from image data
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// Material loading/unloading functions
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RLAPI Material LoadMaterial ( const char * fileName ) ; // Load material from file
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RLAPI Material LoadMaterialDefault ( void ) ; // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial ( Material material ) ; // Unload material from GPU memory (VRAM)
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// Model drawing functions
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RLAPI void DrawModel ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model (with texture if set)
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RLAPI void DrawModelEx ( Model model , Vector3 position , Vector3 rotationAxis ,
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float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model with extended parameters
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RLAPI void DrawModelWires ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx ( Model model , Vector3 position , Vector3 rotationAxis ,
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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)
RLAPI void DrawBillboard ( Camera camera , Texture2D texture , Vector3 center , float size , Color tint ) ; // Draw a billboard texture
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RLAPI void DrawBillboardRec ( Camera camera , Texture2D texture , Rectangle sourceRec ,
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Vector3 center , float size , Color tint ) ; // Draw a billboard texture defined by sourceRec
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// Collision detection functions
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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
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RLAPI bool CheckCollisionRaySphereEx ( Ray ray , Vector3 spherePosition , float sphereRadius ,
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Vector3 * collisionPoint ) ; // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox ( Ray ray , BoundingBox box ) ; // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayModel ( Ray ray , Model * model ) ; // Get collision info between ray and model
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RLAPI RayHitInfo GetCollisionRayTriangle ( Ray ray , Vector3 p1 , Vector3 p2 , Vector3 p3 ) ; // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround ( Ray ray , float groundHeight ) ; // Get collision info between ray and ground plane (Y-normal plane)
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//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
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// Shader loading/unloading functions
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RLAPI char * LoadText ( const char * fileName ) ; // Load chars array from text file
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RLAPI Shader LoadShader ( const char * vsFileName , const char * fsFileName ) ; // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode ( char * vsCode , char * fsCode ) ; // Load shader from code strings and bind default locations
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RLAPI void UnloadShader ( Shader shader ) ; // Unload shader from GPU memory (VRAM)
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RLAPI Shader GetShaderDefault ( void ) ; // Get default shader
RLAPI Texture2D GetTextureDefault ( void ) ; // Get default texture
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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)
RLAPI void SetShaderValuei ( Shader shader , int uniformLoc , const int * value , int size ) ; // Set shader uniform value (int)
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RLAPI void SetShaderValueMatrix ( Shader shader , int uniformLoc , Matrix mat ) ; // Set shader uniform value (matrix 4x4)
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)
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RLAPI Matrix GetMatrixModelview ( ) ; // Get internal modelview matrix
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
RLAPI Texture2D GenTextureCubemap ( Shader shader , Texture2D skyHDR , int size ) ; // Generate cubemap texture from HDR texture
RLAPI Texture2D GenTextureIrradiance ( Shader shader , Texture2D cubemap , int size ) ; // Generate irradiance texture using cubemap data
RLAPI Texture2D GenTexturePrefilter ( Shader shader , Texture2D cubemap , int size ) ; // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF ( Shader shader , Texture2D cubemap , 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
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)
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// VR control functions
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RLAPI VrDeviceInfo GetVrDeviceInfo ( int vrDeviceType ) ; // Get VR device information for some standard devices
RLAPI void InitVrSimulator ( VrDeviceInfo info ) ; // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator ( void ) ; // Close VR simulator for current device
RLAPI bool IsVrSimulatorReady ( void ) ; // Detect if VR simulator is ready
RLAPI void SetVrDistortionShader ( Shader shader ) ; // Set VR distortion shader for stereoscopic rendering
RLAPI void UpdateVrTracking ( Camera * camera ) ; // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode ( void ) ; // Enable/Disable VR experience
RLAPI void BeginVrDrawing ( void ) ; // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing ( void ) ; // End VR simulator stereo rendering
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//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
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// Audio device management functions
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RLAPI void InitAudioDevice ( void ) ; // Initialize audio device and context
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RLAPI void CloseAudioDevice ( void ) ; // Close the audio device and context
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RLAPI bool IsAudioDeviceReady ( void ) ; // Check if audio device has been initialized successfully
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RLAPI void SetMasterVolume ( float volume ) ; // Set master volume (listener)
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// Wave/Sound loading/unloading functions
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RLAPI Wave LoadWave ( const char * fileName ) ; // Load wave data from file
RLAPI Wave LoadWaveEx ( void * data , int sampleCount , int sampleRate , int sampleSize , int channels ) ; // Load wave data from raw array data
RLAPI Sound LoadSound ( const char * fileName ) ; // Load sound from file
RLAPI Sound LoadSoundFromWave ( Wave wave ) ; // Load sound from wave data
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RLAPI void UpdateSound ( Sound sound , const void * data , int samplesCount ) ; // Update sound buffer with new data
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RLAPI void UnloadWave ( Wave wave ) ; // Unload wave data
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RLAPI void UnloadSound ( Sound sound ) ; // Unload sound
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// Wave/Sound management functions
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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)
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RLAPI void WaveFormat ( Wave * wave , int sampleRate , int sampleSize , int channels ) ; // Convert wave data to desired format
RLAPI Wave WaveCopy ( Wave wave ) ; // Copy a wave to a new wave
RLAPI void WaveCrop ( Wave * wave , int initSample , int finalSample ) ; // Crop a wave to defined samples range
RLAPI float * GetWaveData ( Wave wave ) ; // Get samples data from wave as a floats array
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// Music management functions
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RLAPI Music LoadMusicStream ( const char * fileName ) ; // Load music stream from file
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RLAPI void UnloadMusicStream ( Music music ) ; // Unload music stream
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RLAPI void PlayMusicStream ( Music music ) ; // Start music playing
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RLAPI void UpdateMusicStream ( Music music ) ; // Updates buffers for music streaming
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RLAPI void StopMusicStream ( Music music ) ; // Stop music playing
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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)
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RLAPI void SetMusicLoopCount ( Music music , int count ) ; // Set music loop count (loop repeats)
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RLAPI float GetMusicTimeLength ( Music music ) ; // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed ( Music music ) ; // Get current music time played (in seconds)
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// AudioStream management functions
RLAPI AudioStream InitAudioStream ( unsigned int sampleRate , unsigned int sampleSize ,
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unsigned int channels ) ; // Init audio stream (to stream raw audio pcm data)
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RLAPI void UpdateAudioStream ( AudioStream stream , const void * data , int samplesCount ) ; // Update audio stream buffers with data
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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
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RLAPI bool IsAudioStreamPlaying ( AudioStream stream ) ; // Check if audio stream is playing
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RLAPI void StopAudioStream ( AudioStream stream ) ; // Stop audio stream
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RLAPI void SetAudioStreamVolume ( AudioStream stream , float volume ) ; // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch ( AudioStream stream , float pitch ) ; // Set pitch for audio stream (1.0 is base level)
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# ifdef __cplusplus
}
# endif
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# endif // RAYLIB_H