diff --git a/.gitignore b/.gitignore index 8b584cf1..389876f7 100644 --- a/.gitignore +++ b/.gitignore @@ -49,7 +49,7 @@ ipch/ # Ignore compiled binaries *.o *.exe -!tools/rrem.exe +!tools/rREM/rrem.exe # Ignore files build by xcode *.mode*v* @@ -75,4 +75,16 @@ src/libraylib.bc !src/external/glfw3/lib/win32/glfw3.dll !src/external/openal_soft/lib/win32/OpenAL32.dll !src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll -!src/external/pthread/pthreadGC2.dll +!src/external/pthread/lib/pthreadGC2.dll + +# Visual Studio project +project/vs2015/*.db +project/vs2015/*.opendb +!project/vs2015/raylib.sln +!project/vs2015/raylib/*.vcxproj +!project/vs2015/examples/*.vcxproj +!project/vs2015/external/glfw3/lib/win32/glfw3.dll +!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll +!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll +!project/vs2015/external/lua/lib/win32/lua53.dll + diff --git a/README.md b/README.md index 71052a0f..64cfcc53 100644 --- a/README.md +++ b/README.md @@ -249,6 +249,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks - [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system. - [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game. - [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system. + - Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo! [raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San" diff --git a/docs/cheatsheet.png b/docs/raylib_cheatsheet_v1.0.png similarity index 100% rename from docs/cheatsheet.png rename to docs/raylib_cheatsheet_v1.0.png diff --git a/docs/raylib_cheatsheet_v1.5.png b/docs/raylib_cheatsheet_v1.5.png new file mode 100644 index 00000000..db362221 Binary files /dev/null and b/docs/raylib_cheatsheet_v1.5.png differ diff --git a/examples/Makefile b/examples/Makefile index 39765f15..378f5edf 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -77,8 +77,27 @@ endif #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes +# define raylib release directory for compiled library +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + RAYLIB_PATH = ../release/win32/mingw32 + endif + ifeq ($(PLATFORM_OS),LINUX) + RAYLIB_PATH = ../release/linux + endif + ifeq ($(PLATFORM_OS),OSX) + RAYLIB_PATH = ../release/osx + endif +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + RAYLIB_PATH = ../release/html5 +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + RAYLIB_PATH = ../release/rpi +endif + # define any directories containing required header files -INCLUDES = -I. -I../src -I../src/external +INCLUDES = -I. -I../src -I../src/external -I$(RAYLIB_PATH) ifeq ($(PLATFORM),PLATFORM_RPI) INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads @@ -97,7 +116,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) endif # define library paths containing required libs -LFLAGS = -L. -L../src +LFLAGS = -L. -L../src -L$(RAYLIB_PATH) ifeq ($(PLATFORM),PLATFORM_RPI) LFLAGS += -L/opt/vc/lib @@ -120,7 +139,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) # libraries for Debian GNU/Linux desktop compiling # requires the following packages: # libglfw3-dev libopenal-dev libegl1-mesa-dev - LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl + LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl # on XWindow could require also below libraries, just uncomment #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor else @@ -210,6 +229,7 @@ EXAMPLES = \ audio_sound_loading \ audio_music_stream \ audio_module_playing \ + audio_raw_stream \ fix_dylib \ @@ -436,10 +456,14 @@ audio_sound_loading: audio_sound_loading.c audio_music_stream: audio_music_stream.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -# compile [audio] example - module playing (OGG) +# compile [audio] example - module playing (XM) audio_module_playing: audio_module_playing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) +# compile [audio] example - raw audio streaming +audio_raw_stream: audio_raw_stream.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + # fix dylib install path name for each executable (MAC) fix_dylib: ifeq ($(PLATFORM_OS),OSX) diff --git a/examples/audio_module_playing.c b/examples/audio_module_playing.c index 6189b866..7da3579c 100644 --- a/examples/audio_module_playing.c +++ b/examples/audio_module_playing.c @@ -57,9 +57,12 @@ int main() // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); - PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream + Music xm = LoadMusicStream("resources/audio/mini1111.xm"); + + PlayMusicStream(xm); float timePlayed = 0.0f; + bool pause = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -69,7 +72,29 @@ int main() { // Update //---------------------------------------------------------------------------------- - for (int i = MAX_CIRCLES - 1; i >= 0; i--) + UpdateMusicStream(xm); // Update music buffer with new stream data + + // Restart music playing (stop and play) + if (IsKeyPressed(KEY_SPACE)) + { + StopMusicStream(xm); + PlayMusicStream(xm); + } + + // Pause/Resume music playing + if (IsKeyPressed(KEY_P)) + { + pause = !pause; + + if (pause) PauseMusicStream(xm); + else ResumeMusicStream(xm); + } + + // Get timePlayed scaled to bar dimensions + timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2; + + // Color circles animation + for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--) { circles[i].alpha += circles[i].speed; circles[i].radius += circles[i].speed*10.0f; @@ -86,11 +111,6 @@ int main() circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; } } - - // Get timePlayed scaled to bar dimensions - timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2; - - UpdateMusicStream(0); // Update music buffer with new stream data //---------------------------------------------------------------------------------- // Draw @@ -129,6 +149,8 @@ int main() UnloadShader(shader); // Unload shader UnloadRenderTexture(target); // Unload render texture + UnloadMusicStream(xm); // Unload music stream buffers from RAM + CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context diff --git a/examples/audio_module_playing.lua b/examples/audio_module_playing.lua new file mode 100644 index 00000000..3c5ad641 --- /dev/null +++ b/examples/audio_module_playing.lua @@ -0,0 +1,122 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [audio] example - Module playing (streaming) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +MAX_CIRCLES = 64 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)") + +InitAudioDevice() -- Initialize audio device + +local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, + YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE } + +-- Creates ome circles for visual effect +local circles = {} + +for i = MAX_CIRCLES, 1, -1 do + circles[i] = {} + circles[i].alpha = 0.0 + circles[i].radius = GetRandomValue(10, 40) + circles[i].position = Vector2(0, 0) + circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius) + circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius) + circles[i].speed = GetRandomValue(1, 100)/20000.0 + circles[i].color = colors[GetRandomValue(1, 14)] +end + +-- Load postprocessing bloom shader +local shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/bloom.fs") + +-- Create a RenderTexture2D to be used for render to texture +local target = LoadRenderTexture(screenWidth, screenHeight) + +local xm = LoadMusicStream("resources/audio/mini1111.xm") + +PlayMusicStream(xm) + +local timePlayed = 0.0 + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + for i = MAX_CIRCLES, 1, -1 do + circles[i].alpha = circles[i].alpha + circles[i].speed + circles[i].radius = circles[i].radius + circles[i].speed*10.0 + + if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end + + if (circles[i].alpha <= 0.0) then + circles[i].alpha = 0.0 + circles[i].radius = GetRandomValue(10, 40) + circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius) + circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius) + circles[i].color = colors[GetRandomValue(1, 14)] + circles[i].speed = GetRandomValue(1, 100)/20000.0 + end + end + + -- Get timePlayed scaled to bar dimensions + timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2 + + UpdateMusicStream(xm) -- Update music buffer with new stream data + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(BLACK) + + BeginTextureMode(target) -- Enable drawing to texture + + for i = MAX_CIRCLES, 1, -1 do + DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)) + end + + EndTextureMode() -- End drawing to texture (now we have a texture available for next passes) + + BeginShaderMode(shader) + + -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE) + + EndShaderMode() + + -- Draw time bar + DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY) + DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON) + DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadShader(shader) -- Unload shader +UnloadRenderTexture(target) -- Unload render texture + +UnloadMusicStream(xm) -- Unload music stream buffers from RAM + +CloseAudioDevice() -- Close audio device (music streaming is automatically stopped) + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- diff --git a/examples/audio_music_stream.c b/examples/audio_music_stream.c index e135a6e4..dc9d4355 100644 --- a/examples/audio_music_stream.c +++ b/examples/audio_music_stream.c @@ -24,11 +24,12 @@ int main() InitAudioDevice(); // Initialize audio device - PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream + Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); + + PlayMusicStream(music); - int framesCounter = 0; float timePlayed = 0.0f; - //float volume = 1.0; + bool pause = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -38,32 +39,26 @@ int main() { // Update //---------------------------------------------------------------------------------- - framesCounter++; - - // Testing music fading from one file to another -/* - if (framesCounter > 600) // Wait for 10 seconds (600 frames) - { - volume -= 0.01; // Decrement music volume level - - // When music volume level equal or lower than 0, - // restore volume level and init another music file - if (volume <= 0) - { - volume = 1.0; - framesCounter = 0; - PlayMusicStream(1, "resources/audio/another_file.ogg"); - } - - SetMusicVolume(volume); - } -*/ - if (IsWindowMinimized()) PauseMusicStream(0); - else ResumeMusicStream(0); - - timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels + UpdateMusicStream(music); // Update music buffer with new stream data - UpdateMusicStream(0); // Update music buffer with new stream data + // Restart music playing (stop and play) + if (IsKeyPressed(KEY_SPACE)) + { + StopMusicStream(music); + PlayMusicStream(music); + } + + // Pause/Resume music playing + if (IsKeyPressed(KEY_P)) + { + pause = !pause; + + if (pause) PauseMusicStream(music); + else ResumeMusicStream(music); + } + + // Get timePlayed scaled to bar dimensions (400 pixels) + timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4; //---------------------------------------------------------------------------------- // Draw @@ -72,10 +67,14 @@ int main() ClearBackground(RAYWHITE); - DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY); + DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY); - DrawRectangle(200, 250, 400, 12, LIGHTGRAY); - DrawRectangle(200, 250, (int)timePlayed, 12, MAROON); + DrawRectangle(200, 200, 400, 12, LIGHTGRAY); + DrawRectangle(200, 200, (int)timePlayed, 12, MAROON); + DrawRectangleLines(200, 200, 400, 12, GRAY); + + DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY); + DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- @@ -83,9 +82,11 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) + UnloadMusicStream(music); // Unload music stream buffers from RAM - CloseWindow(); // Close window and OpenGL context + CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) + + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/examples/audio_music_stream.lua b/examples/audio_music_stream.lua new file mode 100644 index 00000000..33cf335f --- /dev/null +++ b/examples/audio_music_stream.lua @@ -0,0 +1,66 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [audio] example - Music playing (streaming) +-- +-- NOTE: This example requires OpenAL Soft library installed +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)") + +InitAudioDevice() -- Initialize audio device + +local music = LoadMusicStream("resources/audio/guitar_noodling.ogg") + +PlayMusicStream(music) + +local framesCounter = 0 +local timePlayed = 0.0 + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + framesCounter = framesCounter + 1 + + timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4 -- We scale by 4 to fit 400 pixels + + UpdateMusicStream(music) -- Update music buffer with new stream data + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY) + + DrawRectangle(200, 250, 400, 12, LIGHTGRAY) + DrawRectangle(200, 250, timePlayed//1, 12, MAROON) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadMusicStream(music) -- Unload music stream buffers from RAM + +CloseAudioDevice() -- Close audio device (music streaming is automatically stopped) + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/audio_raw_stream.c b/examples/audio_raw_stream.c new file mode 100644 index 00000000..c044a7e0 --- /dev/null +++ b/examples/audio_raw_stream.c @@ -0,0 +1,111 @@ +/******************************************************************************************* +* +* raylib [audio] example - Raw audio streaming +* +* NOTE: This example requires OpenAL Soft library installed +* +* This example has been created using raylib 1.6 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include // Required for: malloc(), free() +#include // Required for: sinf() + +#define MAX_SAMPLES 20000 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); + + InitAudioDevice(); // Initialize audio device + + // Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono) + AudioStream stream = InitAudioStream(22050, 32, 1); + + // Fill audio stream with some samples (sine wave) + float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES); + + for (int i = 0; i < MAX_SAMPLES; i++) + { + data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD); + } + + // NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop + // for that reason, there is a clip everytime audio stream is looped + + PlayAudioStream(stream); + + int totalSamples = MAX_SAMPLES; + int samplesLeft = totalSamples; + + Vector2 position = { 0, 0 }; + + SetTargetFPS(30); // Set our game to run at 30 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Refill audio stream if required + if (IsAudioBufferProcessed(stream)) + { + int numSamples = 0; + if (samplesLeft >= 4096) numSamples = 4096; + else numSamples = samplesLeft; + + UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples); + + samplesLeft -= numSamples; + + // Reset samples feeding (loop audio) + if (samplesLeft <= 0) samplesLeft = totalSamples; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY); + + // NOTE: Draw a part of the sine wave (only screen width) + for (int i = 0; i < GetScreenWidth(); i++) + { + position.x = i; + position.y = 250 + 50*data[i]; + + DrawPixelV(position, RED); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + free(data); // Unload sine wave data + + CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM + + CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/audio_raw_stream.lua b/examples/audio_raw_stream.lua new file mode 100644 index 00000000..070984f9 --- /dev/null +++ b/examples/audio_raw_stream.lua @@ -0,0 +1,97 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [audio] example - Raw audio streaming +-- +-- NOTE: This example requires OpenAL Soft library installed +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +MAX_SAMPLES = 20000 +DEG2RAD = math.pi/180.0 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming") + +InitAudioDevice() -- Initialize audio device + +-- Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono) +local stream = InitAudioStream(22050, 32, 1) + +-- Fill audio stream with some samples (sine wave) +local data = {} + +for i = 1, MAX_SAMPLES do + data[i] = math.sin(((2*math.pi*i)/2)*DEG2RAD) +end + +-- NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop +-- for that reason, there is a clip everytime audio stream is looped + +PlayAudioStream(stream) + +local totalSamples = MAX_SAMPLES +local samplesLeft = totalSamples + +local position = Vector2(0, 0) + +SetTargetFPS(30) -- Set our game to run at 30 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + + -- Refill audio stream if required + if (IsAudioBufferProcessed(stream)) then + local numSamples = 0 + + if (samplesLeft >= 4096) then numSamples = 4096 + else numSamples = samplesLeft end + + UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples) + + samplesLeft = samplesLeft - numSamples + + -- Reset samples feeding (loop audio) + if (samplesLeft <= 0) then samplesLeft = totalSamples end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY) + + -- NOTE: Draw a part of the sine wave (only screen width) + for i = 1, GetScreenWidth() do + position.x = (i - 1) + position.y = 250 + 50*data[i] + + DrawPixelV(position, RED) + end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseAudioStream(stream) -- Close raw audio stream and delete buffers from RAM + +CloseAudioDevice() -- Close audio device (music streaming is automatically stopped) + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/audio_sound_loading.c b/examples/audio_sound_loading.c index 8819aad1..f081e8ed 100644 --- a/examples/audio_sound_loading.c +++ b/examples/audio_sound_loading.c @@ -36,7 +36,6 @@ int main() // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound - if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound //---------------------------------------------------------------------------------- diff --git a/examples/audio_sound_loading.lua b/examples/audio_sound_loading.lua new file mode 100644 index 00000000..7107eea4 --- /dev/null +++ b/examples/audio_sound_loading.lua @@ -0,0 +1,59 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [audio] example - Sound loading and playing +-- +-- NOTE: This example requires OpenAL Soft library installed +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing") + +InitAudioDevice() -- Initialize audio device + +local fxWav = LoadSound("resources/audio/weird.wav") -- Load WAV audio file +local fxOgg = LoadSound("resources/audio/tanatana.ogg") -- Load OGG audio file + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyPressed(KEY.SPACE)) then PlaySound(fxWav) end -- Play WAV sound + if (IsKeyPressed(KEY.ENTER)) then PlaySound(fxOgg) end -- Play OGG sound + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY) + + DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadSound(fxWav) -- Unload sound data +UnloadSound(fxOgg) -- Unload sound data + +CloseAudioDevice() -- Close audio device + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/audio_standalone.c b/examples/audio_standalone.c index f6e115db..c716faed 100644 --- a/examples/audio_standalone.c +++ b/examples/audio_standalone.c @@ -39,7 +39,8 @@ int main() Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file - PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); + Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); + PlayMusicStream(music); printf("\nPress s or d to play sounds...\n"); @@ -59,11 +60,13 @@ int main() key = 0; } - UpdateMusicStream(0); + UpdateMusicStream(music); } - UnloadSound(fxWav); // Unload sound data - UnloadSound(fxOgg); // Unload sound data + UnloadSound(fxWav); // Unload sound data + UnloadSound(fxOgg); // Unload sound data + + UnloadMusicStream(music); // Unload music stream data CloseAudioDevice(); diff --git a/examples/core_2d_camera.lua b/examples/core_2d_camera.lua new file mode 100644 index 00000000..95302c26 --- /dev/null +++ b/examples/core_2d_camera.lua @@ -0,0 +1,130 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - 2d camera +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +MAX_BUILDINGS = 100 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera") + +local player = Rectangle(400, 280, 40, 40) +local buildings = {} +local buildColors = {} + +local spacing = 0; + +for i = 1, MAX_BUILDINGS do + buildings[i] = Rectangle(0, 0, 0, 0) + buildings[i].width = GetRandomValue(50, 200) + buildings[i].height = GetRandomValue(100, 800) + buildings[i].y = screenHeight - 130 - buildings[i].height + buildings[i].x = -6000 + spacing + + spacing = spacing + buildings[i].width + + buildColors[i] = Color(GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255) +end + +local camera = Camera2D(Vector2(0, 0), Vector2(0, 0), 0.0, 1.0) + +camera.target = Vector2(player.x + 20, player.y + 20) +camera.offset = Vector2(0, 0) +camera.rotation = 0.0 +camera.zoom = 1.0 + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyDown(KEY.RIGHT)) then + player.x = player.x + 2 -- Player movement + camera.offset.x = camera.offset.x - 2 -- Camera displacement with player movement + elseif (IsKeyDown(KEY.LEFT)) then + player.x = player.x - 2 -- Player movement + camera.offset.x = camera.offset.x + 2 -- Camera displacement with player movement + end + + -- Camera target follows player + camera.target = Vector2(player.x + 20, player.y + 20) + + -- Camera rotation controls + if (IsKeyDown(KEY.A)) then camera.rotation = camera.rotation - 1 + elseif (IsKeyDown(KEY.S)) then camera.rotation = camera.rotation + 1 + end + + -- Limit camera rotation to 80 degrees (-40 to 40) + if (camera.rotation > 40) then camera.rotation = 40 + elseif (camera.rotation < -40) then camera.rotation = -40 + end + + -- Camera zoom controls + camera.zoom = camera.zoom + (GetMouseWheelMove()*0.05) + + if (camera.zoom > 3.0) then camera.zoom = 3.0 + elseif (camera.zoom < 0.1) then camera.zoom = 0.1 + end + + -- Camera reset (zoom and rotation) + if (IsKeyPressed(KEY.R)) then + camera.zoom = 1.0 + camera.rotation = 0.0 + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin2dMode(camera) + + DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY) + + for i = 1, MAX_BUILDINGS, 1 do DrawRectangleRec(buildings[i], buildColors[i]) end + + DrawRectangleRec(player, RED) + + DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN) + DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN) + + End2dMode() + + DrawText("SCREEN AREA", 640, 10, 20, RED) + + DrawRectangle(0, 0, screenWidth, 5, RED) + DrawRectangle(0, 5, 5, screenHeight - 10, RED) + DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED) + DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED) + + DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5)) + DrawRectangleLines( 10, 10, 250, 113, BLUE) + + DrawText("Free 2d camera controls:", 20, 20, 10, BLACK) + DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY) + DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY) + DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY) + DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY) + + EndDrawing(); + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c index 56e38a23..27ff5135 100644 --- a/examples/core_3d_camera_first_person.c +++ b/examples/core_3d_camera_first_person.c @@ -23,7 +23,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; + Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; // Generates some random columns float heights[MAX_COLUMNS]; @@ -37,10 +37,7 @@ int main() colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; } - Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position - - SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode - SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y + SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -50,7 +47,7 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position + UpdateCamera(&camera); // Update camera and player position //---------------------------------------------------------------------------------- // Draw diff --git a/examples/core_3d_camera_first_person.lua b/examples/core_3d_camera_first_person.lua new file mode 100644 index 00000000..800c3c2a --- /dev/null +++ b/examples/core_3d_camera_first_person.lua @@ -0,0 +1,85 @@ +-------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - 3d camera first person +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +-------------------------------------------------------------------------------------------- + +MAX_COLUMNS = 20 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person") + +-- Define the camera to look into our 3d world (position, target, up vector) +local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0) + +-- Generates some random columns +local heights = {} +local positions = {} +local colors = {} + +for i = 1, MAX_COLUMNS do + heights[i] = GetRandomValue(1, 12) + positions[i] = Vector3(GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15)) + colors[i] = Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255) +end + +local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position + +SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawPlane(Vector3(0.0, 0.0, 0.0), Vector2(32.0, 32.0), LIGHTGRAY) -- Draw ground + DrawCube(Vector3(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, BLUE) -- Draw a blue wall + DrawCube(Vector3(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, LIME) -- Draw a green wall + DrawCube(Vector3(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, GOLD) -- Draw a yellow wall + + -- Draw some cubes around + for i = 1, MAX_COLUMNS do + DrawCube(positions[i], 2.0, heights[i], 2.0, colors[i]) + DrawCubeWires(positions[i], 2.0, heights[i], 2.0, MAROON) + end + + End3dMode() + + DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5)) + DrawRectangleLines( 10, 10, 220, 70, BLUE) + + DrawText("First person camera default controls:", 20, 20, 10, BLACK) + DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY) + DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c index fa7ad85f..c798f225 100644 --- a/examples/core_3d_camera_free.c +++ b/examples/core_3d_camera_free.c @@ -22,17 +22,14 @@ int main() // Define the camera to look into our 3d world Camera camera; - camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - SetCameraMode(CAMERA_FREE); // Set a free camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our camera position - SetCameraTarget(camera.target); // Set internal camera target to match our camera target - SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -43,6 +40,8 @@ int main() // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera + + if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; //---------------------------------------------------------------------------------- // Draw diff --git a/examples/core_3d_camera_free.lua b/examples/core_3d_camera_free.lua new file mode 100644 index 00000000..244aad6b --- /dev/null +++ b/examples/core_3d_camera_free.lua @@ -0,0 +1,75 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Initialize 3d camera free +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +-------------------------------------------------------------------------------------------- + +-- Initialization +---------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free") + +-- Define the camera to look into our 3d world +local camera = {} +camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position +camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point +camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target) +camera.fovy = 45.0 -- Camera field-of-view Y + +local cubePosition = Vector3(0.0, 0.0, 0.0) + +SetCameraMode(CameraMode.FREE) -- Set a free camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawCube(cubePosition, 2.0, 2.0, 2.0, RED) + DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON) + + DrawGrid(10, 1.0) + + End3dMode() + + DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5)) + DrawRectangleLines( 10, 10, 320, 133, BLUE) + + DrawText("Free camera default controls:", 20, 20, 10, BLACK) + DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY) + DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY) + DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY) + DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY) + DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_3d_mode.lua b/examples/core_3d_mode.lua new file mode 100644 index 00000000..c0f7a038 --- /dev/null +++ b/examples/core_3d_mode.lua @@ -0,0 +1,64 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Initialize 3d mode +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode") + +-- Define the camera to look into our 3d world +local camera = {} +camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position +camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point +camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target) +camera.fovy = 45.0 -- Camera field-of-view Y + +local cubePosition = Vector3(0.0, 0.0, 0.0) + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?) + + DrawCube(cubePosition, 2.0, 2.0, 2.0, RED) + DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON) + + DrawGrid(10, 1.0) + + End3dMode() + + DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_3d_picking.lua b/examples/core_3d_picking.lua new file mode 100644 index 00000000..1adee67c --- /dev/null +++ b/examples/core_3d_picking.lua @@ -0,0 +1,98 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Picking in 3d mode +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking") + +-- Define the camera to look into our 3d world +local camera = {} +camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position +camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point +camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target) +camera.fovy = 45.0 -- Camera field-of-view Y + +local cubePosition = Vector3(0.0, 1.0, 0.0) +local cubeSize = Vector3(2.0, 2.0, 2.0) + +local ray = Ray(Vector3(0, 0, 0), Vector3(0, 0, 0)) -- Picking line ray + +local collision = false + +SetCameraMode(CameraMode.FREE) -- Set a free camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + + if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then + -- NOTE: This function is NOT WORKING properly! + ray = GetMouseRay(GetMousePosition(), camera) + + -- Check collision between ray and box + collision = CheckCollisionRayBox(ray, + BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2), + Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2))) + + --print("collision check:", collision) + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + if (collision) then + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED) + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON) + + DrawCubeWires(cubePosition, cubeSize.x + 0.2, cubeSize.y + 0.2, cubeSize.z + 0.2, GREEN) + else + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY) + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY) + end + + DrawRay(ray, MAROON) + + DrawGrid(10, 1.0) + + End3dMode() + + DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY) + + if (collision) then + DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, screenHeight*0.1, 30, GREEN) + end + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_basic_window.cpp b/examples/core_basic_window.cpp new file mode 100644 index 00000000..fa12026a --- /dev/null +++ b/examples/core_basic_window.cpp @@ -0,0 +1,62 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window +* +* Welcome to raylib! +* +* To test examples, just press F6 and execute raylib_compile_execute script +* Note that compiled executable is placed in the same folder as .c file +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main(int argc, char* argv[]) +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/core_basic_window.lua b/examples/core_basic_window.lua new file mode 100644 index 00000000..ea3337a1 --- /dev/null +++ b/examples/core_basic_window.lua @@ -0,0 +1,44 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Basic window +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window") + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_color_select.lua b/examples/core_color_select.lua new file mode 100644 index 00000000..2d9c7a96 --- /dev/null +++ b/examples/core_color_select.lua @@ -0,0 +1,82 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Color selection by mouse (collision detection) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +NUM_RECTANGLES = 21 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)") + +local colors = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN, + GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW, + GREEN, SKYBLUE, PURPLE, BEIGE } + +local colorsRecs = {} -- Rectangles array +local selected = {} + +-- Fills colorsRecs data (for every rectangle) +for i = 1, NUM_RECTANGLES do + colorsRecs[i] = Rectangle(0, 0, 0, 0) + colorsRecs[i].x = 20 + 100*((i-1)%7) + 10*((i-1)%7) + colorsRecs[i].y = 60 + 100*((i-1)//7) + 10*((i-1)//7) -- Using floor division: // + colorsRecs[i].width = 100 + colorsRecs[i].height = 100 + selected[i] = false +end + +local mousePoint = Vector2(0, 0) + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + mousePoint = GetMousePosition() + + for i = 1, NUM_RECTANGLES do -- Iterate along all the rectangles + if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) then + colors[i].a = 120 + if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then selected[i] = not selected[i] end + else colors[i].a = 255 end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + for i = 1, NUM_RECTANGLES do -- Draw all rectangles + DrawRectangleRec(colorsRecs[i], colors[i]) + + -- Draw four rectangles around selected rectangle + if (selected[i]) then + DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE) -- Square top rectangle + DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square left rectangle + DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square right rectangle + DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE) -- Square bottom rectangle + end + end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_drop_files.lua b/examples/core_drop_files.lua new file mode 100644 index 00000000..1d27e618 --- /dev/null +++ b/examples/core_drop_files.lua @@ -0,0 +1,66 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Windows drop files +-- +-- This example only works on platforms that support drag & drop (Windows, Linux, OSX) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files") + +local count = 0 +local droppedFiles = {} + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsFileDropped()) then + droppedFiles = GetDroppedFiles() + count = #droppedFiles + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + if (count == 0) then DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY) + else + DrawText("Dropped files:", 100, 40, 20, DARKGRAY) + + for i = 0, count-1 do + if (i%2 == 0) then DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5)) + else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3)) end + + DrawText(droppedFiles[i+1], 120, 100 + 40*i, 10, GRAY) + end + + DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY) + end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +ClearDroppedFiles() -- Clear internal buffers + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_gestures_detection.lua b/examples/core_gestures_detection.lua new file mode 100644 index 00000000..9316b990 --- /dev/null +++ b/examples/core_gestures_detection.lua @@ -0,0 +1,102 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Gestures Detection +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +MAX_GESTURE_STRINGS = 20 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection") + +local touchPosition = Vector2(0, 0) +local touchArea = Rectangle(220, 10, screenWidth - 230, screenHeight - 20) + +local gesturesCount = 0 +local gestureStrings = {} + +for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "" end + +local currentGesture = Gestures.NONE +local lastGesture = Gestures.NONE + +--SetGesturesEnabled(0b0000000000001001) -- Enable only some gestures to be detected + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + lastGesture = currentGesture + currentGesture = GetGestureDetected() + touchPosition = GetTouchPosition(0) + + if (CheckCollisionPointRec(touchPosition, touchArea) and (currentGesture ~= Gestures.NONE)) then + if (currentGesture ~= lastGesture) then + -- Store gesture string + if (currentGesture == Gestures.TAP) then gestureStrings[gesturesCount] = "GESTURE TAP" + elseif (currentGesture == Gestures.DOUBLETAP) then gestureStrings[gesturesCount] = "GESTURE DOUBLETAP" + elseif (currentGesture == Gestures.HOLD) then gestureStrings[gesturesCount] = "GESTURE HOLD" + elseif (currentGesture == Gestures.DRAG) then gestureStrings[gesturesCount] = "GESTURE DRAG" + elseif (currentGesture == Gestures.SWIPE_RIGHT) then gestureStrings[gesturesCount] = "GESTURE SWIPE RIGHT" + elseif (currentGesture == Gestures.SWIPE_LEFT) then gestureStrings[gesturesCount] = "GESTURE SWIPE LEFT" + elseif (currentGesture == Gestures.SWIPE_UP) then gestureStrings[gesturesCount] = "GESTURE SWIPE UP" + elseif (currentGesture == Gestures.SWIPE_DOWN) then gestureStrings[gesturesCount] = "GESTURE SWIPE DOWN" + elseif (currentGesture == Gestures.PINCH_IN) then gestureStrings[gesturesCount] = "GESTURE PINCH IN" + elseif (currentGesture == Gestures.PINCH_OUT) then gestureStrings[gesturesCount] = "GESTURE PINCH OUT" + end + + gesturesCount = gesturesCount + 1 + + -- Reset gestures strings + if (gesturesCount >= MAX_GESTURE_STRINGS) then + for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "\0" end + gesturesCount = 0 + end + end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawRectangleRec(touchArea, GRAY) + DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE) + + DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5)) + + for i = 1, gesturesCount do + if ((i - 1)%2 == 0) then DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.5)) + else DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.3)) end + + if (i < gesturesCount) then DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, DARKGRAY) + else DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, MAROON) end + end + + DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY) + DrawText("DETECTED GESTURES", 50, 15, 10, GRAY) + + if (currentGesture ~= GESTURE_NONE) then DrawCircleV(touchPosition, 30, MAROON) end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_input_gamepad.lua b/examples/core_input_gamepad.lua new file mode 100644 index 00000000..78d9b84e --- /dev/null +++ b/examples/core_input_gamepad.lua @@ -0,0 +1,63 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Gamepad input +-- +-- NOTE: This example requires a Gamepad connected to the system +-- raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input") + +local ballPosition = Vector2(screenWidth/2, screenHeight/2) +local gamepadMovement = Vector2(0, 0) + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then + gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X) + gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y) + + ballPosition.x = ballPosition.x + gamepadMovement.x + ballPosition.y = ballPosition.y - gamepadMovement.y + + if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then + ballPosition.x = screenWidth/2 + ballPosition.y = screenHeight/2 + end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY) + + DrawCircleV(ballPosition, 50, MAROON) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_input_keys.lua b/examples/core_input_keys.lua new file mode 100644 index 00000000..523b7317 --- /dev/null +++ b/examples/core_input_keys.lua @@ -0,0 +1,51 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Keyboard input +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window") + +local ballPosition = Vector2(screenWidth/2, screenHeight/2) + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyDown(KEY.RIGHT)) then ballPosition.x = ballPosition.x + 0.8 end + if (IsKeyDown(KEY.LEFT)) then ballPosition.x = ballPosition.x - 0.8 end + if (IsKeyDown(KEY.UP)) then ballPosition.y = ballPosition.y - 0.8 end + if (IsKeyDown(KEY.DOWN)) then ballPosition.y = ballPosition.y + 0.8 end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY) + + DrawCircleV(ballPosition, 50, MAROON) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- diff --git a/examples/core_input_mouse.lua b/examples/core_input_mouse.lua new file mode 100644 index 00000000..35ca8e73 --- /dev/null +++ b/examples/core_input_mouse.lua @@ -0,0 +1,54 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Mouse input +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input") + +local ballPosition = Vector2(-100.0, -100.0) +local ballColor = DARKBLUE + +SetTargetFPS(60) -- Set target frames-per-second +----------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + ------------------------------------------------------------------------------------ + ballPosition = GetMousePosition() + + if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then ballColor = MAROON + elseif (IsMouseButtonPressed(MOUSE.MIDDLE_BUTTON)) then ballColor = LIME + elseif (IsMouseButtonPressed(MOUSE.RIGHT_BUTTON)) then ballColor = DARKBLUE + end + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawCircleV(ballPosition, 40, ballColor) + + DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY) + + EndDrawing() + ------------------------------------------------------------------------------------ +end + +-- De-Initialization +---------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +---------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_mouse_wheel.lua b/examples/core_mouse_wheel.lua new file mode 100644 index 00000000..92e0a160 --- /dev/null +++ b/examples/core_mouse_wheel.lua @@ -0,0 +1,50 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] examples - Mouse wheel +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel") + +local boxPositionY = screenHeight/2 - 40 +local scrollSpeed = 4 -- Scrolling speed in pixels + +SetTargetFPS(60) -- Set target frames-per-second +---------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + ------------------------------------------------------------------------------------ + boxPositionY = boxPositionY - (GetMouseWheelMove()*scrollSpeed) + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON) + + DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY) + DrawText(string.format("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY) + + EndDrawing() + ------------------------------------------------------------------------------------ +end + +-- De-Initialization +---------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +---------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_oculus_rift.lua b/examples/core_oculus_rift.lua new file mode 100644 index 00000000..2626d178 --- /dev/null +++ b/examples/core_oculus_rift.lua @@ -0,0 +1,73 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Oculus Rift CV1 +-- +-- NOTE: Example requires linkage with LibOVR +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 1080 +local screenHeight = 600 + +-- NOTE: screenWidth/screenHeight should match VR device aspect ratio + +InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift") + +-- NOTE: If device is not available, it fallbacks to default device (simulator) +InitVrDevice(VrDevice.OCULUS_RIFT_CV1) -- Init VR device (Oculus Rift CV1) + +-- Define the camera to look into our 3d world +local camera = {} +camera.position = Vector3(5.0, 5.0, 5.0) -- Camera position +camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point +camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target) +camera.fovy = 60.0 -- Camera field-of-view Y + +local cubePosition = Vector3(0.0, 0.0, 0.0) + +SetTargetFPS(90) -- Set our game to run at 90 frames-per-second +---------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + ------------------------------------------------------------------------------------ + UpdateVrTracking() + + if (IsKeyPressed(KEY.SPACE)) then ToggleVrMode() end + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawCube(cubePosition, 2.0, 2.0, 2.0, RED) + DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON) + + DrawGrid(10, 1.0) + + End3dMode() + + DrawFPS(10, 10) + + EndDrawing() + ------------------------------------------------------------------------------------ +end + +-- De-Initialization +---------------------------------------------------------------------------------------- +CloseVrDevice() -- Close VR device + +CloseWindow() -- Close window and OpenGL context +---------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_random_values.lua b/examples/core_random_values.lua new file mode 100644 index 00000000..b80ab9e2 --- /dev/null +++ b/examples/core_random_values.lua @@ -0,0 +1,56 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Generate random values +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values") + +local framesCounter = 0 -- Variable used to count frames + +local randValue = GetRandomValue(-8, 5) -- Get a random integer number between -8 and 5 (both included) + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +---------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + ------------------------------------------------------------------------------------ + framesCounter = framesCounter + 1 + + -- Every two seconds (120 frames) a new random value is generated + if (((framesCounter/120)%2) == 1) then + randValue = GetRandomValue(-8, 5) + framesCounter = 0 + end + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON) + + DrawText(string.format("%i", randValue), 360, 180, 80, LIGHTGRAY) + + EndDrawing() + ------------------------------------------------------------------------------------ +end + +-- De-Initialization +---------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +---------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_storage_values.lua b/examples/core_storage_values.lua new file mode 100644 index 00000000..878b90e4 --- /dev/null +++ b/examples/core_storage_values.lua @@ -0,0 +1,74 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - Storage save/load values +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- NOTE: Storage positions must start with 0, directly related to file memory layout +STORAGE_SCORE = 0 +STORAGE_HISCORE = 1 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values") + +local score = 0 +local hiscore = 0 + +local framesCounter = 0 + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyPressed(KEY.R)) then + score = GetRandomValue(1000, 2000) + hiscore = GetRandomValue(2000, 4000) + end + + if (IsKeyPressed(KEY.ENTER)) then + StorageSaveValue(STORAGE_SCORE, score) + StorageSaveValue(STORAGE_HISCORE, hiscore) + elseif (IsKeyPressed(KEY.SPACE)) then + -- NOTE: If requested position could not be found, value 0 is returned + score = StorageLoadValue(STORAGE_SCORE) + hiscore = StorageLoadValue(STORAGE_HISCORE) + end + + framesCounter = framesCounter + 1 + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText(string.format("SCORE: %i", score), 280, 130, 40, MAROON) + DrawText(string.format("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK) + + DrawText(string.format("frames: %i", framesCounter), 10, 10, 20, LIME) + + DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY) + DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY) + DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/core_world_screen.lua b/examples/core_world_screen.lua new file mode 100644 index 00000000..51f2cdbf --- /dev/null +++ b/examples/core_world_screen.lua @@ -0,0 +1,69 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [core] example - World to screen +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local cubePosition = Vector3(0.0, 0.0, 0.0) + +local cubeScreenPosition = Vector2(0, 0) + +SetCameraMode(CameraMode.FREE) -- Set a free camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +---------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + ------------------------------------------------------------------------------------ + camera = UpdateCamera(camera) -- Update internal camera and our camera + + -- Calculate cube screen space position (with a little offset to be in top) + cubeScreenPosition = GetWorldToScreen(Vector3(cubePosition.x, cubePosition.y + 2.5, cubePosition.z), camera) + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawCube(cubePosition, 2.0, 2.0, 2.0, RED) + DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON) + + DrawGrid(10, 1.0) + + End3dMode() + + DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK) + DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY) + + EndDrawing() + ------------------------------------------------------------------------------------ +end + +-- De-Initialization +---------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +---------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_billboard.lua b/examples/models_billboard.lua new file mode 100644 index 00000000..457198e6 --- /dev/null +++ b/examples/models_billboard.lua @@ -0,0 +1,65 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Drawing billboards +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local bill = LoadTexture("resources/billboard.png") -- Our texture billboard +local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard + +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawBillboard(camera, bill, billPosition, 2.0, WHITE) + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(bill) -- Unload texture + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_box_collisions.lua b/examples/models_box_collisions.lua new file mode 100644 index 00000000..4a3107b9 --- /dev/null +++ b/examples/models_box_collisions.lua @@ -0,0 +1,115 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Detect basic 3d collisions (box vs sphere vs box) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local playerPosition = Vector3(0.0, 1.0, 2.0) +local playerSize = Vector3(1.0, 2.0, 1.0) +local playerColor = GREEN + +local enemyBoxPos = Vector3(-4.0, 1.0, 0.0) +local enemyBoxSize = Vector3(2.0, 2.0, 2.0) + +local enemySpherePos = Vector3(4.0, 0.0, 0.0) +local enemySphereSize = 1.5 + +local collision = false + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + + -- Move player + if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2 + elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2 + elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2 + elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2 end + + collision = false + + -- Check collisions player vs enemy-box + if (CheckCollisionBoxes( + BoundingBox(Vector3(playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2), + Vector3(playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2)), + BoundingBox(Vector3(enemyBoxPos.x - enemyBoxSize.x/2, + enemyBoxPos.y - enemyBoxSize.y/2, + enemyBoxPos.z - enemyBoxSize.z/2), + Vector3(enemyBoxPos.x + enemyBoxSize.x/2, + enemyBoxPos.y + enemyBoxSize.y/2, + enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true + end + + -- Check collisions player vs enemy-sphere + if (CheckCollisionBoxSphere( + BoundingBox(Vector3(playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2), + Vector3(playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2)), + enemySpherePos, enemySphereSize)) then collision = true + end + + if (collision) then playerColor = RED + else playerColor = GREEN end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + -- Draw enemy-box + DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY) + DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY) + + -- Draw enemy-sphere + DrawSphere(enemySpherePos, enemySphereSize, GRAY) + DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY) + + -- Draw player + DrawCubeV(playerPosition, playerSize, playerColor) + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("Move player with cursors to collide", 220, 40, 20, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c index 89bc75cf..df700d65 100644 --- a/examples/models_cubicmap.c +++ b/examples/models_cubicmap.c @@ -35,19 +35,17 @@ int main() UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM - SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position - SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models_cubicmap.lua b/examples/models_cubicmap.lua new file mode 100644 index 00000000..bae3bac2 --- /dev/null +++ b/examples/models_cubicmap.lua @@ -0,0 +1,79 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Cubicmap loading and drawing +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(16.0, 14.0, 16.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local image = LoadImage("resources/cubicmap.png") -- Load cubicmap image (RAM) +local cubicmap = LoadTextureFromImage(image) -- Convert image to texture to display (VRAM) +local map = LoadCubicmap(image) -- Load cubicmap model (generate model from image) + +-- NOTE: By default each cube is mapped to one part of texture atlas +local texture = LoadTexture("resources/cubicmap_atlas.png") -- Load map texture +map.material.texDiffuse = texture -- Set map diffuse texture + +local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position + +UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM + +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawModel(map, mapPosition, 1.0, WHITE) + + End3dMode() + + DrawTextureEx(cubicmap, (Vector2)(screenWidth - cubicmap.width*4 - 20, 20), 0.0, 4.0, WHITE) + DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN) + + DrawText("cubicmap image used to", 658, 90, 10, GRAY) + DrawText("generate map 3d model", 658, 104, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(cubicmap) -- Unload cubicmap texture +UnloadTexture(texture) -- Unload map texture +UnloadModel(map) -- Unload map model + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_geometric_shapes.lua b/examples/models_geometric_shapes.lua new file mode 100644 index 00000000..0ce08e9f --- /dev/null +++ b/examples/models_geometric_shapes.lua @@ -0,0 +1,67 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value + + DrawCube(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, RED) + DrawCubeWires(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, GOLD) + DrawCubeWires(Vector3(-4.0, 0.0, -2.0), 3.0, 6.0, 2.0, MAROON) + + DrawSphere(Vector3(-1.0, 0.0, -2.0), 1.0, GREEN) + DrawSphereWires(Vector3(1.0, 0.0, 2.0), 2.0, 16, 16, LIME) + + DrawCylinder(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, SKYBLUE) + DrawCylinderWires(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, DARKBLUE) + DrawCylinderWires(Vector3(4.5, -1.0, 2.0), 1.0, 1.0, 2.0, 6, BROWN) + + DrawCylinder(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, GOLD) + DrawCylinderWires(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, PINK) + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_heightmap.lua b/examples/models_heightmap.lua new file mode 100644 index 00000000..4240f8b7 --- /dev/null +++ b/examples/models_heightmap.lua @@ -0,0 +1,73 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Heightmap loading and drawing +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing") + +-- Define our custom camera to look into our 3d world +local camera = Camera(Vector3(18.0, 16.0, 18.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM) +local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM) +local map = LoadHeightmap(image, Vector3(16, 8, 16)) -- Load heightmap model with defined size +map.material.texDiffuse = texture -- Set map diffuse texture +local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!) + +UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM + +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +---------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + -- NOTE: Model is scaled to 1/4 of its original size (128x128 units) + DrawModel(map, mapPosition, 1.0, RED) + + DrawGrid(20, 1.0) + + End3dMode() + + DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE) + DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Unload texture +UnloadModel(map) -- Unload model + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/models_obj_loading.lua b/examples/models_obj_loading.lua new file mode 100644 index 00000000..7e5c7c4b --- /dev/null +++ b/examples/models_obj_loading.lua @@ -0,0 +1,67 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [models] example - Load and draw a 3d model (OBJ) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture +dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- ... + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawGrid(10, 1.0) -- Draw a grid + + DrawGizmo(position) -- Draw gizmo + + End3dMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Unload texture +UnloadModel(dwarf) -- Unload model + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 75720c97..87316a98 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -5,9 +5,16 @@ * This example has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * +* NOTE: +* Physac requires multi-threading, when InitPhysics() a second thread is created to manage +* physics calculations. To accomplish that, physac uses pthread Win32 library that can be +* found inside raylib/src/external/pthread directory. * -* Compile example using: -* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y +* Add pthread library when compiling physac example: +* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ +* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall +* +* Note that pthreadGC2.dll must be also copied to project directory! * * Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) * diff --git a/examples/physics_forces.c b/examples/physics_forces.c index efe8e240..e45cb44c 100644 --- a/examples/physics_forces.c +++ b/examples/physics_forces.c @@ -5,10 +5,16 @@ * This example has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* NOTE: This example requires raylib module [rlgl] +* NOTE: +* Physac requires multi-threading, when InitPhysics() a second thread is created to manage +* physics calculations. To accomplish that, physac uses pthread Win32 library that can be +* found inside raylib/src/external/pthread directory. * -* Compile example using: -* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y +* Add pthread library when compiling physac example: +* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ +* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall +* +* Note that pthreadGC2.dll must be also copied to project directory! * * Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) * diff --git a/examples/resources/audio/2t2m_spa.xm b/examples/resources/audio/2t2m_spa.xm deleted file mode 100644 index fa416ef2..00000000 Binary files a/examples/resources/audio/2t2m_spa.xm and /dev/null differ diff --git a/examples/resources/audio/chiptun1.mod b/examples/resources/audio/chiptun1.mod new file mode 100644 index 00000000..00d16885 Binary files /dev/null and b/examples/resources/audio/chiptun1.mod differ diff --git a/examples/resources/audio/mini1111.xm b/examples/resources/audio/mini1111.xm new file mode 100644 index 00000000..a185c1a2 Binary files /dev/null and b/examples/resources/audio/mini1111.xm differ diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs index 128736f2..a8e1d20f 100644 --- a/examples/resources/shaders/glsl100/bloom.fs +++ b/examples/resources/shaders/glsl100/bloom.fs @@ -8,30 +8,32 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture2D(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord); - + // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - - gl_FragColor = tc; + gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/standard.fs b/examples/resources/shaders/glsl100/standard.fs new file mode 100644 index 00000000..6ce2a186 --- /dev/null +++ b/examples/resources/shaders/glsl100/standard.fs @@ -0,0 +1,161 @@ +#version 100 + +precision mediump float; + +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform sampler2D texture2; + +uniform vec4 colAmbient; +uniform vec4 colDiffuse; +uniform vec4 colSpecular; +uniform float glossiness; + +uniform int useNormal; +uniform int useSpecular; + +uniform mat4 modelMatrix; +uniform vec3 viewDir; + +struct Light { + int enabled; + int type; + vec3 position; + vec3 direction; + vec4 diffuse; + float intensity; + float radius; + float coneAngle; +}; + +const int maxLights = 8; +uniform Light lights[maxLights]; + +vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s) +{ +/* + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0)); + vec3 surfaceToLight = l.position - surfacePos; + + // Diffuse shading + float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0); + float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; + + // Specular shading + float spec = 0.0; + if (diff > 0.0) + { + vec3 h = normalize(-l.direction + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + return (diff*l.diffuse.rgb + spec*colSpecular.rgb); +*/ + return vec3(0.5); +} + +vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s) +{ +/* + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity; + + // Specular shading + float spec = 0.0; + if (diff > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + // Combine results + return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); +*/ + return vec3(0.5); +} + +vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s) +{ +/* + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); + vec3 lightToSurface = normalize(surfacePos - l.position); + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity; + + // Spot attenuation + float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0); + attenuation = dot(lightToSurface, -lightDir); + + float lightToSurfaceAngle = degrees(acos(attenuation)); + if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; + + float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; + + // Combine diffuse and attenuation + float diffAttenuation = diff*attenuation; + + // Specular shading + float spec = 0.0; + if (diffAttenuation > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); +*/ + return vec3(0.5); +} + +void main() +{ + // Calculate fragment normal in screen space + // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) + mat3 normalMatrix = mat3(modelMatrix); + vec3 normal = normalize(normalMatrix*fragNormal); + + // Normalize normal and view direction vectors + vec3 n = normalize(normal); + vec3 v = normalize(viewDir); + + // Calculate diffuse texture color fetching + vec4 texelColor = texture2D(texture0, fragTexCoord); + vec3 lighting = colAmbient.rgb; + + // Calculate normal texture color fetching or set to maximum normal value by default + if (useNormal == 1) + { + n *= texture2D(texture1, fragTexCoord).rgb; + n = normalize(n); + } + + // Calculate specular texture color fetching or set to maximum specular value by default + float spec = 1.0; + if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r); + + for (int i = 0; i < maxLights; i++) + { + // Check if light is enabled + if (lights[i].enabled == 1) + { + // Calculate lighting based on light type + if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec); + else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec); + else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec); + + // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI + } + } + + // Calculate final fragment color + gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); +} diff --git a/examples/resources/shaders/glsl100/standard.vs b/examples/resources/shaders/glsl100/standard.vs new file mode 100644 index 00000000..49c5a3eb --- /dev/null +++ b/examples/resources/shaders/glsl100/standard.vs @@ -0,0 +1,23 @@ +#version 100 + +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; +attribute vec2 vertexTexCoord; +attribute vec4 vertexColor; + +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +uniform mat4 mvpMatrix; + +void main() +{ + fragPosition = vertexPosition; + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = vertexNormal; + + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs index 0307bc06..333d5b05 100644 --- a/examples/resources/shaders/glsl330/bloom.fs +++ b/examples/resources/shaders/glsl330/bloom.fs @@ -6,33 +6,35 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + // Calculate final fragment color + finalColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/examples/resources/shaders/glsl330/standard.fs b/examples/resources/shaders/glsl330/standard.fs new file mode 100644 index 00000000..14497839 --- /dev/null +++ b/examples/resources/shaders/glsl330/standard.fs @@ -0,0 +1,150 @@ +#version 330 + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec4 fragColor; +in vec3 fragNormal; + +out vec4 finalColor; + +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform sampler2D texture2; + +uniform vec4 colAmbient; +uniform vec4 colDiffuse; +uniform vec4 colSpecular; +uniform float glossiness; + +uniform int useNormal; +uniform int useSpecular; + +uniform mat4 modelMatrix; +uniform vec3 viewDir; + +struct Light { + int enabled; + int type; + vec3 position; + vec3 direction; + vec4 diffuse; + float intensity; + float radius; + float coneAngle; +}; + +const int maxLights = 8; +uniform Light lights[maxLights]; + +vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s) +{ + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); + vec3 surfaceToLight = l.position - surfacePos; + + // Diffuse shading + float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0); + float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; + + // Specular shading + float spec = 0.0; + if (diff > 0.0) + { + vec3 h = normalize(-l.direction + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + return (diff*l.diffuse.rgb + spec*colSpecular.rgb); +} + +vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s) +{ + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity; + + // Specular shading + float spec = 0.0; + if (diff > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + // Combine results + return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); +} + +vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s) +{ + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); + vec3 lightToSurface = normalize(surfacePos - l.position); + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity; + + // Spot attenuation + float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0); + attenuation = dot(lightToSurface, -lightDir); + + float lightToSurfaceAngle = degrees(acos(attenuation)); + if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; + + float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; + + // Combine diffuse and attenuation + float diffAttenuation = diff*attenuation; + + // Specular shading + float spec = 0.0; + if (diffAttenuation > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3.0 + glossiness)*s; + } + + return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); +} + +void main() +{ + // Calculate fragment normal in screen space + // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) + mat3 normalMatrix = mat3(modelMatrix); + vec3 normal = normalize(normalMatrix*fragNormal); + + // Normalize normal and view direction vectors + vec3 n = normalize(normal); + vec3 v = normalize(viewDir); + + // Calculate diffuse texture color fetching + vec4 texelColor = texture(texture0, fragTexCoord); + vec3 lighting = colAmbient.rgb; + + // Calculate normal texture color fetching or set to maximum normal value by default + if (useNormal == 1) + { + n *= texture(texture1, fragTexCoord).rgb; + n = normalize(n); + } + + // Calculate specular texture color fetching or set to maximum specular value by default + float spec = 1.0; + if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); + + for (int i = 0; i < maxLights; i++) + { + // Check if light is enabled + if (lights[i].enabled == 1) + { + // Calculate lighting based on light type + if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec); + else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec); + else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec); + } + } + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); +} diff --git a/examples/resources/shaders/glsl330/standard.vs b/examples/resources/shaders/glsl330/standard.vs new file mode 100644 index 00000000..fc0a5ff4 --- /dev/null +++ b/examples/resources/shaders/glsl330/standard.vs @@ -0,0 +1,23 @@ +#version 330 + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; +in vec4 vertexColor; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec4 fragColor; +out vec3 fragNormal; + +uniform mat4 mvpMatrix; + +void main() +{ + fragPosition = vertexPosition; + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = vertexNormal; + + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/rlua_execute_file.c b/examples/rlua_execute_file.c new file mode 100644 index 00000000..71720313 --- /dev/null +++ b/examples/rlua_execute_file.c @@ -0,0 +1,90 @@ +/******************************************************************************************* +* +* raylib [rlua] example - Lua file execution +* +* NOTE: This example requires Lua library (http://luabinaries.sourceforge.net/download.html) +* +* Compile example using: +* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon / +* -I../src -I../src/external/lua/include -L../src/external/lua/lib / +* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99 +* +* This example has been created using raylib 1.6 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define RLUA_IMPLEMENTATION +#include "rlua.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitLuaDevice(); + //-------------------------------------------------------------------------------------- + + // ExecuteLuaFile("core_basic_window.lua"); // OK! + // ExecuteLuaFile("core_input_keys.lua"); // OK! + // ExecuteLuaFile("core_input_mouse.lua"); // OK! + // ExecuteLuaFile("core_mouse_wheel.lua"); // OK! + // ExecuteLuaFile("core_input_gamepad.lua"); // OK! + // ExecuteLuaFile("core_random_values.lua"); // OK! + // ExecuteLuaFile("core_color_select.lua"); // OK! + // ExecuteLuaFile("core_drop_files.lua"); // OK! + // ExecuteLuaFile("core_storage_values.lua"); // OK! + // ExecuteLuaFile("core_gestures_detection.lua"); // OK! + // ExecuteLuaFile("core_3d_mode.lua"); // OK! + // ExecuteLuaFile("core_3d_picking.lua"); // OK! + // ExecuteLuaFile("core_3d_camera_free.lua"); // OK! + // ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK! + // ExecuteLuaFile("core_2d_camera.lua"); // OK! + // ExecuteLuaFile("core_world_screen.lua"); // OK! + // ExecuteLuaFile("core_oculus_rift.lua"); // OK! + // ExecuteLuaFile("shapes_logo_raylib.lua"); // OK! + // ExecuteLuaFile("shapes_basic_shapes.lua"); // OK! + // ExecuteLuaFile("shapes_colors_palette.lua"); // OK! + // ExecuteLuaFile("shapes_logo_raylib_anim.lua"); // OK! NOTE: Use lua string.sub() instead of raylib SubText() + // ExecuteLuaFile("textures_logo_raylib.lua"); // OK! + // ExecuteLuaFile("textures_image_loading.lua"); // OK! + // ExecuteLuaFile("textures_rectangle.lua"); // OK! + // ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK! + // ExecuteLuaFile("textures_to_image.lua"); // OK! + // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: LoadImageEx() + // ExecuteLuaFile("textures_formats_loading.lua"); // OK! + // ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK! + // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture() + // ExecuteLuaFile("textures_image_drawing.lua"); // OK! + // ExecuteLuaFile("text_sprite_fonts.lua"); // OK! + // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK! + // ExecuteLuaFile("text_rbmf_fonts.lua"); // OK! + // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText() + // ExecuteLuaFile("text_font_select.lua"); // OK! + // ExecuteLuaFile("text_writing_anim.lua"); // OK! + // ExecuteLuaFile("models_geometric_shapes.lua"); // OK! + // ExecuteLuaFile("models_box_collisions.lua"); // OK! + // ExecuteLuaFile("models_billboard.lua"); // OK! + // ExecuteLuaFile("models_obj_loading.lua"); // OK! + // ExecuteLuaFile("models_heightmap.lua"); // OK! + // ExecuteLuaFile("models_cubicmap.lua"); // OK! + // ExecuteLuaFile("shaders_model_shader.lua"); // OK! + // ExecuteLuaFile("shaders_shapes_textures.lua"); // OK! + // ExecuteLuaFile("shaders_custom_uniform.lua"); // OK! + // ExecuteLuaFile("shaders_postprocessing.lua"); // OK! + // ExecuteLuaFile("shaders_standard_lighting.lua"); // OK! + // ExecuteLuaFile("audio_sound_loading.lua"); // OK! + // ExecuteLuaFile("audio_music_stream.lua"); // OK! + // ExecuteLuaFile("audio_module_playing.lua"); // OK! + // ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream() + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseLuaDevice(); // Close Lua device and free resources + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua new file mode 100644 index 00000000..3a8bbae5 --- /dev/null +++ b/examples/shaders_custom_uniform.lua @@ -0,0 +1,115 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable +-- +-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +-- +-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available) + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map) +dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture + +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +local shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/swirl.fs") -- Load postpro shader + +-- Get variable (uniform) location on the shader to connect with the program +-- NOTE: If uniform variable could not be found in the shader, function returns -1 +local swirlCenterLoc = GetShaderLocation(shader, "center") + +local swirlCenter = { screenWidth/2, screenHeight/2 } + +-- Create a RenderTexture2D to be used for render to texture +local target = LoadRenderTexture(screenWidth, screenHeight) + +-- Setup orbital camera +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + local mousePosition = GetMousePosition() + + swirlCenter[1] = mousePosition.x + swirlCenter[2] = screenHeight - mousePosition.y + + -- Send new value to the shader to be used on drawing + SetShaderValue(shader, swirlCenterLoc, swirlCenter) + + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + BeginTextureMode(target) -- Enable drawing to texture + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED) + + EndTextureMode() -- End drawing to texture (now we have a texture available for next passes) + + BeginShaderMode(shader) + + -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE) + + EndShaderMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadShader(shader) -- Unload shader +UnloadTexture(texture) -- Unload texture +UnloadModel(dwarf) -- Unload model +UnloadRenderTexture(target) -- Unload render texture + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c index a1e00671..a5516eba 100644 --- a/examples/shaders_model_shader.c +++ b/examples/shaders_model_shader.c @@ -37,25 +37,22 @@ int main() Shader shader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/grayscale.fs"); // Load model shader - dwarf.material.shader = shader; // Set shader effect to 3d model - dwarf.material.texDiffuse = texture; // Bind texture to model + dwarf.material.shader = shader; // Set shader effect to 3d model + dwarf.material.texDiffuse = texture; // Bind texture to model - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - // Setup orbital camera - SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our camera position - SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders_model_shader.lua b/examples/shaders_model_shader.lua new file mode 100644 index 00000000..d1436a7e --- /dev/null +++ b/examples/shaders_model_shader.lua @@ -0,0 +1,85 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Apply a shader to a 3d model +-- +-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +-- +-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available) + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture +local shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/grayscale.fs") -- Load model shader + +dwarf.material.shader = shader -- Set shader effect to 3d model +dwarf.material.texDiffuse = texture -- Bind texture to model + +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +-- Setup orbital camera +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadShader(shader) -- Unload shader +UnloadTexture(texture) -- Unload texture +UnloadModel(dwarf) -- Unload model + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua new file mode 100644 index 00000000..f20f31ec --- /dev/null +++ b/examples/shaders_postprocessing.lua @@ -0,0 +1,101 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Apply a postprocessing shader to a scene +-- +-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +-- +-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available) + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map) +dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture + +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +local shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/bloom.fs") -- Load postpro shader + +-- Create a RenderTexture2D to be used for render to texture +local target = LoadRenderTexture(screenWidth, screenHeight) + +-- Setup orbital camera +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + BeginTextureMode(target) -- Enable drawing to texture + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED) + + EndTextureMode() -- End drawing to texture (now we have a texture available for next passes) + + BeginShaderMode(shader) + + -- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE) + + EndShaderMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadShader(shader) -- Unload shader +UnloadTexture(texture) -- Unload texture +UnloadModel(dwarf) -- Unload model +UnloadRenderTexture(target) -- Unload render texture + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shaders_shapes_textures.lua b/examples/shaders_shapes_textures.lua new file mode 100644 index 00000000..caaeba1a --- /dev/null +++ b/examples/shaders_shapes_textures.lua @@ -0,0 +1,101 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Apply a shader to some shape or texture +-- +-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +-- +-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders") + +local sonic = LoadTexture("resources/texture_formats/sonic.png") + +-- NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version +local shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/grayscale.fs") + +-- Shader usage is also different than models/postprocessing, shader is just activated when required + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + -- Start drawing with default shader + + DrawText("USING DEFAULT SHADER", 20, 40, 10, RED) + + DrawCircle(80, 120, 35, DARKBLUE) + DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE) + DrawCircleLines(80, 340, 80, DARKBLUE) + + + -- Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader) + + DrawText("USING CUSTOM SHADER", 190, 40, 10, RED) + + DrawRectangle(250 - 60, 90, 120, 60, RED) + DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD) + DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE) + + -- Activate our default shader for next drawings + EndShaderMode() + + DrawText("USING DEFAULT SHADER", 370, 40, 10, RED) + + DrawTriangle(Vector2(430, 80), + Vector2(430 - 60, 150), + Vector2(430 + 60, 150), VIOLET) + + DrawTriangleLines(Vector2(430, 160), + Vector2(430 - 20, 230), + Vector2(430 + 20, 230), DARKBLUE) + + DrawPoly(Vector2(430, 320), 6, 80, 0, BROWN) + + -- Activate our custom shader to be applied on next shapes/textures drawings + BeginShaderMode(shader) + + DrawTexture(sonic, 380, -10, WHITE) -- Using custom shader + + -- Activate our default shader for next drawings + EndShaderMode() + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadShader(shader) -- Unload shader +UnloadTexture(sonic) -- Unload texture + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua new file mode 100644 index 00000000..2f3700ff --- /dev/null +++ b/examples/shaders_standard_lighting.lua @@ -0,0 +1,114 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Standard lighting (materials and lights) +-- +-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +-- +-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available) + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +local material = LoadStandardMaterial() + +material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model diffuse texture +material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture +material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture +material.colDiffuse = WHITE +material.colAmbient = Color(0, 0, 10, 255) +material.colSpecular = WHITE +material.glossiness = 50.0 + +dwarf.material = material -- Apply material to model + +local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255)) +spotLight.target = Vector3(0.0, 0.0, 0.0) +spotLight.intensity = 2.0 +spotLight.diffuse = Color(255, 100, 100, 255) +spotLight.coneAngle = 60.0 + +local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255)) +dirLight.target = Vector3(1.0, -2.0, -2.0) +dirLight.intensity = 2.0 +dirLight.diffuse = Color(100, 255, 100, 255) + +local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255)) +pointLight.intensity = 2.0 +pointLight.diffuse = Color(100, 100, 255, 255) +pointLight.radius = 3.0 + +-- Setup orbital camera +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + camera = UpdateCamera(camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawLight(spotLight) -- Draw spot light + DrawLight(dirLight) -- Draw directional light + DrawLight(pointLight) -- Draw point light + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadMaterial(material) -- Unload material and assigned textures +UnloadModel(dwarf) -- Unload model + +-- Destroy all created lights +DestroyLight(pointLight) +DestroyLight(dirLight) +DestroyLight(spotLight) + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shapes_basic_shapes.lua b/examples/shapes_basic_shapes.lua new file mode 100644 index 00000000..cc943ba3 --- /dev/null +++ b/examples/shapes_basic_shapes.lua @@ -0,0 +1,64 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing") + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY) + + DrawLine(18, 42, screenWidth - 18, 42, BLACK) + + DrawCircle(screenWidth/4, 120, 35, DARKBLUE) + DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE) + DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE) + + DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED) + DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD) + DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE) + + DrawTriangle(Vector2(screenWidth/4*3, 80), + Vector2(screenWidth/4*3 - 60, 150), + Vector2(screenWidth/4*3 + 60, 150), VIOLET) + + DrawTriangleLines(Vector2(screenWidth/4*3, 160), + Vector2(screenWidth/4*3 - 20, 230), + Vector2(screenWidth/4*3 + 20, 230), DARKBLUE) + + DrawPoly(Vector2(screenWidth/4*3, 320), 6, 80, 0, BROWN) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shapes_colors_palette.lua b/examples/shapes_colors_palette.lua new file mode 100644 index 00000000..e884cd3e --- /dev/null +++ b/examples/shapes_colors_palette.lua @@ -0,0 +1,89 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shapes] example - Draw raylib custom color palette +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette") + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("raylib color palette", 28, 42, 20, BLACK) + + DrawRectangle(26, 80, 100, 100, DARKGRAY) + DrawRectangle(26, 188, 100, 100, GRAY) + DrawRectangle(26, 296, 100, 100, LIGHTGRAY) + DrawRectangle(134, 80, 100, 100, MAROON) + DrawRectangle(134, 188, 100, 100, RED) + DrawRectangle(134, 296, 100, 100, PINK) + DrawRectangle(242, 80, 100, 100, ORANGE) + DrawRectangle(242, 188, 100, 100, GOLD) + DrawRectangle(242, 296, 100, 100, YELLOW) + DrawRectangle(350, 80, 100, 100, DARKGREEN) + DrawRectangle(350, 188, 100, 100, LIME) + DrawRectangle(350, 296, 100, 100, GREEN) + DrawRectangle(458, 80, 100, 100, DARKBLUE) + DrawRectangle(458, 188, 100, 100, BLUE) + DrawRectangle(458, 296, 100, 100, SKYBLUE) + DrawRectangle(566, 80, 100, 100, DARKPURPLE) + DrawRectangle(566, 188, 100, 100, VIOLET) + DrawRectangle(566, 296, 100, 100, PURPLE) + DrawRectangle(674, 80, 100, 100, DARKBROWN) + DrawRectangle(674, 188, 100, 100, BROWN) + DrawRectangle(674, 296, 100, 100, BEIGE) + + + DrawText("DARKGRAY", 65, 166, 10, BLACK) + DrawText("GRAY", 93, 274, 10, BLACK) + DrawText("LIGHTGRAY", 61, 382, 10, BLACK) + DrawText("MAROON", 186, 166, 10, BLACK) + DrawText("RED", 208, 274, 10, BLACK) + DrawText("PINK", 204, 382, 10, BLACK) + DrawText("ORANGE", 295, 166, 10, BLACK) + DrawText("GOLD", 310, 274, 10, BLACK) + DrawText("YELLOW", 300, 382, 10, BLACK) + DrawText("DARKGREEN", 382, 166, 10, BLACK) + DrawText("LIME", 420, 274, 10, BLACK) + DrawText("GREEN", 410, 382, 10, BLACK) + DrawText("DARKBLUE", 498, 166, 10, BLACK) + DrawText("BLUE", 526, 274, 10, BLACK) + DrawText("SKYBLUE", 505, 382, 10, BLACK) + DrawText("DARKPURPLE", 592, 166, 10, BLACK) + DrawText("VIOLET", 621, 274, 10, BLACK) + DrawText("PURPLE", 620, 382, 10, BLACK) + DrawText("DARKBROWN", 705, 166, 10, BLACK) + DrawText("BROWN", 733, 274, 10, BLACK) + DrawText("BEIGE", 737, 382, 10, BLACK) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shapes_logo_raylib.lua b/examples/shapes_logo_raylib.lua new file mode 100644 index 00000000..4e7f18c4 --- /dev/null +++ b/examples/shapes_logo_raylib.lua @@ -0,0 +1,48 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shapes] example - Draw raylib logo using basic shapes +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes") + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK) + DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE) + DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK) + + DrawText("this is NOT a texture!", 350, 370, 10, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/shapes_logo_raylib_anim.lua b/examples/shapes_logo_raylib_anim.lua new file mode 100644 index 00000000..c6c44995 --- /dev/null +++ b/examples/shapes_logo_raylib_anim.lua @@ -0,0 +1,127 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shapes] example - raylib logo animation +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation") + +local logoPositionX = screenWidth/2 - 128 +local logoPositionY = screenHeight/2 - 128 + +local framesCounter = 0 +local lettersCount = 0 + +local topSideRecWidth = 16 +local leftSideRecHeight = 16 + +local bottomSideRecWidth = 16 +local rightSideRecHeight = 16 + +local state = 0 -- Tracking animation states (State Machine) +local alpha = 1.0 -- Useful for fading + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (state == 0) then -- State 0: Small box blinking + framesCounter = framesCounter + 1 + + if (framesCounter == 120) then + state = 1 + framesCounter = 0 -- Reset counter... will be used later... + end + elseif (state == 1) then -- State 1: Top and left bars growing + topSideRecWidth = topSideRecWidth + 4 + leftSideRecHeight = leftSideRecHeight + 4 + + if (topSideRecWidth == 256) then state = 2 end + elseif (state == 2) then -- State 2: Bottom and right bars growing + bottomSideRecWidth = bottomSideRecWidth + 4 + rightSideRecHeight = rightSideRecHeight + 4 + + if (bottomSideRecWidth == 256) then state = 3 end + elseif (state == 3) then -- State 3: Letters appearing (one by one) + framesCounter = framesCounter + 1 + + if (framesCounter//12 == 1) then -- Every 12 frames, one more letter! + lettersCount = lettersCount + 1 + framesCounter = 0 + end + + if (lettersCount >= 10) then -- When all letters have appeared, just fade out everything + alpha = alpha - 0.02 + + if (alpha <= 0.0) then + alpha = 0.0 + state = 4 + end + end + elseif (state == 4) then -- State 4: Reset and Replay + if (IsKeyPressed(KEY.R)) then + framesCounter = 0 + lettersCount = 0 + + topSideRecWidth = 16 + leftSideRecHeight = 16 + + bottomSideRecWidth = 16 + rightSideRecHeight = 16 + + alpha = 1.0 + state = 0 -- Return to State 0 + end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + if (state == 0) then + if ((framesCounter//15)%2 == 1) then DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK) end + elseif (state == 1) then + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK) + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK) + elseif (state == 2) then + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK) + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK) + + DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK) + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK) + elseif (state == 3) then + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)) + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)) + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)) + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)) + + DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)) + + DrawText(string.sub("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)) + elseif (state == 4) then DrawText("[R] REPLAY", 340, 200, 20, GRAY) end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_bmfont_ttf.lua b/examples/text_bmfont_ttf.lua new file mode 100644 index 00000000..3b8bf004 --- /dev/null +++ b/examples/text_bmfont_ttf.lua @@ -0,0 +1,59 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - BMFont and TTF SpriteFonts loading +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading") + +local msgBm = "THIS IS AN AngelCode SPRITE FONT" +local msgTtf = "THIS FONT has been GENERATED from TTF" + +-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) +local fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt") -- BMFont (AngelCode) +local fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf") -- TTF font + +local fontPosition = Vector2(0, 0) +fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2 +fontPosition.y = screenHeight/2 - fontBm.size/2 - 80 + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update variables here... + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON) + DrawTextEx(fontTtf, msgTtf, Vector2(60.0, 240.0), fontTtf.size, 2, LIME) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadSpriteFont(fontBm) -- AngelCode SpriteFont unloading +UnloadSpriteFont(fontTtf) -- TTF SpriteFont unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_font_select.lua b/examples/text_font_select.lua new file mode 100644 index 00000000..f6cea881 --- /dev/null +++ b/examples/text_font_select.lua @@ -0,0 +1,143 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - Font selector +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) +local fonts = {} -- SpriteFont array + +fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- SpriteFont loading +fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- SpriteFont loading +fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- SpriteFont loading +fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- SpriteFont loading +fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- SpriteFont loading +fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- SpriteFont loading +fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- SpriteFont loading +fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- SpriteFont loading + +local currentFont = 1 -- Selected font + +local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED } + +local fontNames = { "[1] Alagard", "[2] PixelPlay", "[3] MECHA", "[4] Setback", + "[5] Romulus", "[6] PixAntiqua", "[7] Alpha Beta", "[8] Jupiter Crash" } + +local text = "THIS is THE FONT you SELECTED!" -- Main text + +local textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1) + +local mousePoint + +local btnNextOutColor = DARKBLUE -- Button color (outside line) +local btnNextInColor = SKYBLUE -- Button color (inside) + +local framesCounter = 0 -- Useful to count frames button is 'active' = clicked + +local positionY = 180 -- Text selector and button Y position + +local btnNextRec = Rectangle(673, positionY, 109, 44) -- Button rectangle (useful for collision) + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + + -- Keyboard-based font selection (easy) + if (IsKeyPressed(KEY.RIGHT)) then + if (currentFont < 8) then currentFont = currentFont + 1 end + end + + if (IsKeyPressed(KEY.LEFT)) then + if (currentFont > 1) then currentFont = currentFont - 1 end + end + + if (IsKeyPressed(KEY.ZERO)) then currentFont = 0 + elseif (IsKeyPressed(KEY.ONE)) then currentFont = 1 + elseif (IsKeyPressed(KEY.TWO)) then currentFont = 2 + elseif (IsKeyPressed(KEY.THREE)) then currentFont = 3 + elseif (IsKeyPressed(KEY.FOUR)) then currentFont = 4 + elseif (IsKeyPressed(KEY.FIVE)) then currentFont = 5 + elseif (IsKeyPressed(KEY.SIX)) then currentFont = 6 + elseif (IsKeyPressed(KEY.SEVEN)) then currentFont = 7 + end + + -- Mouse-based font selection (NEXT button logic) + mousePoint = GetMousePosition() + + if (CheckCollisionPointRec(mousePoint, btnNextRec)) then + -- Mouse hover button logic + if (framesCounter == 0) then + btnNextOutColor = DARKPURPLE + btnNextInColor = PURPLE + end + + if (IsMouseButtonDown(MOUSE.LEFT_BUTTON)) then + framesCounter = 20 -- Frames button is 'active' + btnNextOutColor = MAROON + btnNextInColor = RED + end + else + -- Mouse not hover button + btnNextOutColor = DARKBLUE + btnNextInColor = SKYBLUE + end + + if (framesCounter > 0) then framesCounter = framesCounter - 1 end + + if (framesCounter == 1) then -- We change font on frame 1 + currentFont = currentFont + 1 + if (currentFont > 7) then currentFont = 0 end + end + + -- Text measurement for better positioning on screen + textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1) + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY) + DrawLine(120, 120, 680, 120, DARKGRAY) + + DrawRectangle(18, positionY, 644, 44, DARKGRAY) + DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY) + DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK) + DrawText("< >", 610, positionY + 8, 30, BLACK) + + DrawRectangleRec(btnNextRec, btnNextOutColor) + DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor) + DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor) + + DrawTextEx(fonts[currentFont], text, Vector2(screenWidth/2 - textSize.x/2, + 260 + (70 - textSize.y)/2), fonts[currentFont].size*3, + 1, colors[currentFont]) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont(s) unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_format_text.lua b/examples/text_format_text.lua new file mode 100644 index 00000000..ba121db3 --- /dev/null +++ b/examples/text_format_text.lua @@ -0,0 +1,54 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - Text formatting +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting") + +local score = 100020 +local hiscore = 200450 +local lives = 5 + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText(string.format("Score: %08i", score), 200, 80, 20, RED) + + DrawText(string.format("HiScore: %08i", hiscore), 200, 120, 20, GREEN) + + DrawText(string.format("Lives: %02i", lives), 200, 160, 40, BLUE) + + DrawText(string.format("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_rbmf_fonts.lua b/examples/text_rbmf_fonts.lua new file mode 100644 index 00000000..31a733f1 --- /dev/null +++ b/examples/text_rbmf_fonts.lua @@ -0,0 +1,87 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - raylib bitmap font (rbmf) loading and usage +-- +-- NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!) +-- To view details and credits for those fonts, check raylib license file +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) +local fonts = {} + +fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- rBMF font loading +fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- rBMF font loading +fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- rBMF font loading +fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- rBMF font loading +fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- rBMF font loading +fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- rBMF font loading +fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- rBMF font loading +fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- rBMF font loading + +local messages = { "ALAGARD FONT designed by Hewett Tsoi", + "PIXELPLAY FONT designed by Aleksander Shevchuk", + "MECHA FONT designed by Captain Falcon", + "SETBACK FONT designed by Brian Kent (AEnigma)", + "ROMULUS FONT designed by Hewett Tsoi", + "PIXANTIQUA FONT designed by Gerhard Grossmann", + "ALPHA_BETA FONT designed by Brian Kent (AEnigma)", + "JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" } + +local spacings = { 2, 4, 8, 4, 3, 4, 4, 1 } + +local positions = {} + +for i = 1, 8 do + positions[i] = Vector2(0, 0) + positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2 + positions[i].y = 60 + fonts[i].size + 45*(i - 1) +end + +local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK } + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY) + DrawLine(220, 50, 590, 50, DARKGRAY) + + for i = 1, 8 do + DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].size*2, spacings[i], colors[i]) + end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_sprite_fonts.lua b/examples/text_sprite_fonts.lua new file mode 100644 index 00000000..341e2ffe --- /dev/null +++ b/examples/text_sprite_fonts.lua @@ -0,0 +1,72 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - SpriteFont loading and usage +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage") + +local msg1 = "THIS IS A custom SPRITE FONT..." +local msg2 = "...and this is ANOTHER CUSTOM font..." +local msg3 = "...and a THIRD one! GREAT! :D" + +-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) +local font1 = LoadSpriteFont("resources/fonts/custom_mecha.png") -- SpriteFont loading +local font2 = LoadSpriteFont("resources/fonts/custom_alagard.png") -- SpriteFont loading +local font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png") -- SpriteFont loading + +local fontPosition1 = Vector2(0, 0) +local fontPosition2 = Vector2(0, 0) +local fontPosition3 = Vector2(0, 0) + +fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.size, -3).x/2 +fontPosition1.y = screenHeight/2 - font1.size/2 - 80 + +fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.size, -2).x/2 +fontPosition2.y = screenHeight/2 - font2.size/2 - 10 + +fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.size, 2).x/2 +fontPosition3.y = screenHeight/2 - font3.size/2 + 50 + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update variables here... + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTextEx(font1, msg1, fontPosition1, font1.size, -3, WHITE) + DrawTextEx(font2, msg2, fontPosition2, font2.size, -2, WHITE) + DrawTextEx(font3, msg3, fontPosition3, font3.size, 2, WHITE) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadSpriteFont(font1) -- SpriteFont unloading +UnloadSpriteFont(font2) -- SpriteFont unloading +UnloadSpriteFont(font3) -- SpriteFont unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/text_writing_anim.lua b/examples/text_writing_anim.lua new file mode 100644 index 00000000..f4af9f58 --- /dev/null +++ b/examples/text_writing_anim.lua @@ -0,0 +1,52 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [text] example - Text Writing Animation +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim") + +local message = "This sample illustrates a text writing\nanimation effect! Check it out! )" + +local framesCounter = 0 + +SetTargetFPS(60) -- Set target frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + framesCounter = framesCounter + 1 + + if (IsKeyPressed(KEY.ENTER)) then framesCounter = 0 end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON) + + DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_formats_loading.lua b/examples/textures_formats_loading.lua new file mode 100644 index 00000000..1ce10492 --- /dev/null +++ b/examples/textures_formats_loading.lua @@ -0,0 +1,217 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - texture formats loading (compressed and uncompressed) +-- +-- NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed textures, +-- OpenGL 1.1 does not support compressed textures, only uncompressed ones. +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +NUM_TEXTURES = 24 + +PNG_R8G8B8A8 = 1 +PVR_GRAYSCALE = 2 +PVR_GRAY_ALPHA = 3 +PVR_R5G6B5 = 4 +PVR_R5G5B5A1 = 5 +PVR_R4G4B4A4 = 6 +DDS_R5G6B5 = 7 +DDS_R5G5B5A1 = 8 +DDS_R4G4B4A4 = 9 +DDS_R8G8B8A8 = 10 +DDS_DXT1_RGB = 11 +DDS_DXT1_RGBA = 12 +DDS_DXT3_RGBA = 13 +DDS_DXT5_RGBA = 14 +PKM_ETC1_RGB = 15 +PKM_ETC2_RGB = 16 +PKM_ETC2_EAC_RGBA = 17 +KTX_ETC1_RGB = 18 +KTX_ETC2_RGB = 19 +KTX_ETC2_EAC_RGBA = 20 +ASTC_4x4_LDR = 21 +ASTC_8x8_LDR = 22 +PVR_PVRT_RGB = 23 +PVR_PVRT_RGBA = 24 + +local formatText = { + "PNG_R8G8B8A8", + "PVR_GRAYSCALE", + "PVR_GRAY_ALPHA", + "PVR_R5G6B5", + "PVR_R5G5B5A1", + "PVR_R4G4B4A4", + "DDS_R5G6B5", + "DDS_R5G5B5A1", + "DDS_R4G4B4A4", + "DDS_R8G8B8A8", + "DDS_DXT1_RGB", + "DDS_DXT1_RGBA", + "DDS_DXT3_RGBA", + "DDS_DXT5_RGBA", + "PKM_ETC1_RGB", + "PKM_ETC2_RGB", + "PKM_ETC2_EAC_RGBA", + "KTX_ETC1_RGB", + "KTX_ETC2_RGB", + "KTX_ETC2_EAC_RGBA", + "ASTC_4x4_LDR", + "ASTC_8x8_LDR", + "PVR_PVRT_RGB", + "PVR_PVRT_RGBA" +} + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +local sonic = {} + +sonic[PNG_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic.png") + +-- Load UNCOMPRESSED PVR texture data +sonic[PVR_GRAYSCALE] = LoadTexture("resources/texture_formats/sonic_GRAYSCALE.pvr") +sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/texture_formats/sonic_L8A8.pvr") +sonic[PVR_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.pvr") +sonic[PVR_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_R5G5B5A1.pvr") +sonic[PVR_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_R4G4B4A4.pvr") + +-- Load UNCOMPRESSED DDS texture data +sonic[DDS_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.dds") +sonic[DDS_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_A1R5G5B5.dds") +sonic[DDS_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_A4R4G4B4.dds") +sonic[DDS_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic_A8R8G8B8.dds") + +-- Load COMPRESSED DXT DDS texture data (if supported) +sonic[DDS_DXT1_RGB] = LoadTexture("resources/texture_formats/sonic_DXT1_RGB.dds") +sonic[DDS_DXT1_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT1_RGBA.dds") +sonic[DDS_DXT3_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT3_RGBA.dds") +sonic[DDS_DXT5_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT5_RGBA.dds") + +-- Load COMPRESSED ETC texture data (if supported) +sonic[PKM_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.pkm") +sonic[PKM_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.pkm") +sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.pkm") + +sonic[KTX_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.ktx") +sonic[KTX_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.ktx") +sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.ktx") + +-- Load COMPRESSED ASTC texture data (if supported) +sonic[ASTC_4x4_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_4x4_ldr.astc") +sonic[ASTC_8x8_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_8x8_ldr.astc") + +-- Load COMPRESSED PVR texture data (if supported) +sonic[PVR_PVRT_RGB] = LoadTexture("resources/texture_formats/sonic_PVRT_RGB.pvr") +sonic[PVR_PVRT_RGBA] = LoadTexture("resources/texture_formats/sonic_PVRT_RGBA.pvr") + +local selectedFormat = PNG_R8G8B8A8 + +local selectRecs = {} + +for i = 1, NUM_TEXTURES do + if ((i - 1) < NUM_TEXTURES//2) then selectRecs[i] = Rectangle(40, 30 + 32*(i - 1), 150, 30) + else selectRecs[i] = Rectangle(40 + 152, 30 + 32*((i - 1) - NUM_TEXTURES//2), 150, 30) end +end + +-- Texture sizes in KB +local textureSizes = { + 512*512*32/8/1024, --PNG_R8G8B8A8 (32 bpp) + 512*512*8/8/1024, --PVR_GRAYSCALE (8 bpp) + 512*512*16/8/1024, --PVR_GRAY_ALPHA (16 bpp) + 512*512*16/8/1024, --PVR_R5G6B5 (16 bpp) + 512*512*16/8/1024, --PVR_R5G5B5A1 (16 bpp) + 512*512*16/8/1024, --PVR_R4G4B4A4 (16 bpp) + 512*512*16/8/1024, --DDS_R5G6B5 (16 bpp) + 512*512*16/8/1024, --DDS_R5G5B5A1 (16 bpp) + 512*512*16/8/1024, --DDS_R4G4B4A4 (16 bpp) + 512*512*32/8/1024, --DDS_R8G8B8A8 (32 bpp) + 512*512*4/8/1024, --DDS_DXT1_RGB (4 bpp) -Compressed- + 512*512*4/8/1024, --DDS_DXT1_RGBA (4 bpp) -Compressed- + 512*512*8/8/1024, --DDS_DXT3_RGBA (8 bpp) -Compressed- + 512*512*8/8/1024, --DDS_DXT5_RGBA (8 bpp) -Compressed- + 512*512*4/8/1024, --PKM_ETC1_RGB (4 bpp) -Compressed- + 512*512*4/8/1024, --PKM_ETC2_RGB (4 bpp) -Compressed- + 512*512*8/8/1024, --PKM_ETC2_EAC_RGBA (8 bpp) -Compressed- + 512*512*4/8/1024, --KTX_ETC1_RGB (4 bpp) -Compressed- + 512*512*4/8/1024, --KTX_ETC2_RGB (4 bpp) -Compressed- + 512*512*8/8/1024, --KTX_ETC2_EAC_RGBA (8 bpp) -Compressed- + 512*512*8/8/1024, --ASTC_4x4_LDR (8 bpp) -Compressed- + 512*512*2/8/1024, --ASTC_8x8_LDR (2 bpp) -Compressed- + 512*512*4/8/1024, --PVR_PVRT_RGB (4 bpp) -Compressed- + 512*512*4/8/1024, --PVR_PVRT_RGBA (4 bpp) -Compressed- +} + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyPressed(KEY.DOWN)) then + selectedFormat = selectedFormat + 1 + if (selectedFormat > NUM_TEXTURES) then selectedFormat = 1 end + elseif (IsKeyPressed(KEY.UP)) then + selectedFormat = selectedFormat - 1 + if (selectedFormat < 1) then selectedFormat = NUM_TEXTURES end + elseif (IsKeyPressed(KEY.RIGHT)) then + if (selectedFormat < NUM_TEXTURES//2) then selectedFormat = selectedFormat + NUM_TEXTURES//2 end + elseif (IsKeyPressed(KEY.LEFT)) then + if (selectedFormat > NUM_TEXTURES//2) then selectedFormat = selectedFormat - NUM_TEXTURES//2 end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + + BeginDrawing() + + ClearBackground(RAYWHITE) + + -- Draw rectangles + for i = 1, NUM_TEXTURES do + if (i == selectedFormat) then + DrawRectangleRec(selectRecs[i], SKYBLUE) + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE) + DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE) + else + DrawRectangleRec(selectRecs[i], LIGHTGRAY) + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY) + DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY) + end + end + + -- Draw selected texture + if (sonic[selectedFormat].id ~= 0) then DrawTexture(sonic[selectedFormat], 350, -10, WHITE) + else + DrawRectangleLines(488, 165, 200, 110, DARKGRAY) + DrawText("FORMAT", 550, 180, 20, MAROON) + DrawText("NOT SUPPORTED", 500, 210, 20, MAROON) + DrawText("ON YOUR GPU", 520, 240, 20, MAROON) + end + + DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY) + DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY) + DrawText(string.format("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +for i = 1, NUM_TEXTURES do UnloadTexture(sonic[i]) end + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_image_drawing.lua b/examples/textures_image_drawing.lua new file mode 100644 index 00000000..0261b243 --- /dev/null +++ b/examples/textures_image_drawing.lua @@ -0,0 +1,70 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Image loading and drawing on it +-- +-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +local cat = LoadImage("resources/cat.png") -- Load image in CPU memory (RAM) +cat = ImageCrop(cat, Rectangle(100, 10, 280, 380)) -- Crop an image piece +cat = ImageFlipHorizontal(cat) -- Flip cropped image horizontally +cat = ImageResize(cat, 150, 200) -- Resize flipped-cropped image + +local parrots = LoadImage("resources/parrots.png") -- Load image in CPU memory (RAM) + +-- Draw one image over the other with a scaling of 1.5f +parrots = ImageDraw(parrots, cat, Rectangle(0, 0, cat.width, cat.height), Rectangle(30, 40, cat.width*1.5, cat.height*1.5)) +parrots = ImageCrop(parrots, Rectangle(0, 50, parrots.width, parrots.height - 100)) -- Crop resulting image + +UnloadImage(cat) -- Unload image from RAM + +local texture = LoadTextureFromImage(parrots) -- Image converted to texture, uploaded to GPU memory (VRAM) +UnloadImage(parrots) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE) + DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY) + + DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY) + DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_image_loading.lua b/examples/textures_image_loading.lua new file mode 100644 index 00000000..05dbce7f --- /dev/null +++ b/examples/textures_image_loading.lua @@ -0,0 +1,55 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Image loading and texture creation +-- +-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +local image = LoadImage("resources/raylib_logo.png") -- Loaded in CPU memory (RAM) +local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM) + +UnloadImage(image) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE) + + DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_image_processing.lua b/examples/textures_image_processing.lua new file mode 100644 index 00000000..b7304b37 --- /dev/null +++ b/examples/textures_image_processing.lua @@ -0,0 +1,134 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Image processing +-- +-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +--#include -- Required for: free() + +NUM_PROCESSES = 8 + +-- enum ImageProcess +local COLOR_NONE = 1 +local COLOR_GRAYSCALE = 2 +local COLOR_TINT = 3 +local COLOR_INVERT = 4 +local COLOR_CONTRAST = 5 +local COLOR_BRIGHTNESS = 6 +local FLIP_VERTICAL = 7 +local FLIP_HORIZONTAL = 8 + +local processText = { + "NO PROCESSING", + "COLOR GRAYSCALE", + "COLOR TINT", + "COLOR INVERT", + "COLOR CONTRAST", + "COLOR BRIGHTNESS", + "FLIP VERTICAL", + "FLIP HORIZONTAL" +} + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +local image = LoadImage("resources/parrots.png") -- Loaded in CPU memory (RAM) +image = ImageFormat(image, TextureFormat.UNCOMPRESSED_R8G8B8A8) -- Format image to RGBA 32bit (required for texture update) +local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM) + +local currentProcess = COLOR_NONE +local textureReload = false + +local selectRecs = {} + +for i = 1, NUM_PROCESSES do selectRecs[i] = Rectangle(40, 50 + 32*i, 150, 30) end + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyPressed(KEY.DOWN)) then + currentProcess = currentProcess + 1 + if (currentProcess > NUM_PROCESSES) then currentProcess = 1 end + textureReload = true + elseif (IsKeyPressed(KEY.UP)) then + currentProcess = currentProcess - 1 + if (currentProcess < 1) then currentProcess = NUM_PROCESSES end + textureReload = true + end + + if (textureReload) then + UnloadImage(image) -- Unload current image data + image = LoadImage("resources/parrots.png") -- Re-load image data + + -- NOTE: Image processing is a costly CPU process to be done every frame, + -- If image processing is required in a frame-basis, it should be done + -- with a texture and by shaders + if (currentProcess == COLOR_GRAYSCALE) then image = ImageColorGrayscale(image) + elseif (currentProcess == COLOR_TINT) then image = ImageColorTint(image, GREEN) + elseif (currentProcess == COLOR_INVERT) then image = ImageColorInvert(image) + elseif (currentProcess == COLOR_CONTRAST) then image = ImageColorContrast(image, -40) + elseif (currentProcess == COLOR_BRIGHTNESS) then image = ImageColorBrightness(image, -80) + elseif (currentProcess == FLIP_VERTICAL) then image = ImageFlipVertical(image) + elseif (currentProcess == FLIP_HORIZONTAL) then image = ImageFlipHorizontal(image) + end + + local pixels = {} + pixels = GetImageData(image) -- Get pixel data from image (RGBA 32bit) + texture = UpdateTexture(texture, pixels) -- Update texture with new image data + + textureReload = false + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY) + + -- Draw rectangles + for i = 1, NUM_PROCESSES do + if (i == currentProcess) then + DrawRectangleRec(selectRecs[i], SKYBLUE) + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE) + DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE) + else + DrawRectangleRec(selectRecs[i], LIGHTGRAY) + DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY) + DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY) + end + end + + DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE) + DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Unload texture from VRAM +UnloadImage(image) -- Unload image from RAM + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_logo_raylib.lua b/examples/textures_logo_raylib.lua new file mode 100644 index 00000000..3abcd802 --- /dev/null +++ b/examples/textures_logo_raylib.lua @@ -0,0 +1,49 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Texture loading and drawing +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) +local texture = LoadTexture("resources/raylib_logo.png") -- Texture loading +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE) + + DrawText("this IS a texture!", 360, 370, 10, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_particles_trail_blending.lua b/examples/textures_particles_trail_blending.lua new file mode 100644 index 00000000..d2c2518e --- /dev/null +++ b/examples/textures_particles_trail_blending.lua @@ -0,0 +1,113 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib example - particles trail blending +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +MAX_PARTICLES = 200 + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending") + +-- Particles pool, reuse them! +local mouseTail = {} + +-- Initialize particles +for i = 1, MAX_PARTICLES do + mouseTail[i] = {} + mouseTail[i].position = Vector2(0, 0) + mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255) + mouseTail[i].alpha = 1.0 + mouseTail[i].size = GetRandomValue(1, 30)/20.0 + mouseTail[i].rotation = GetRandomValue(0, 360) + mouseTail[i].active = false +end + +local gravity = 3.0 + +local smoke = LoadTexture("resources/smoke.png") + +local blending = BlendMode.ALPHA + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + + -- Activate one particle every frame and Update active particles + -- NOTE: Particles initial position should be mouse position when activated + -- NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) + -- NOTE: When a particle disappears, active = false and it can be reused. + for i = 1, MAX_PARTICLES do + if (not mouseTail[i].active) then + mouseTail[i].active = true + mouseTail[i].alpha = 1.0 + mouseTail[i].position = GetMousePosition() + break + end + end + + for i = 1, MAX_PARTICLES do + if (mouseTail[i].active) then + mouseTail[i].position.y = mouseTail[i].position.y + gravity + mouseTail[i].alpha = mouseTail[i].alpha - 0.01 + + if (mouseTail[i].alpha <= 0.0) then mouseTail[i].active = false end + + mouseTail[i].rotation = mouseTail[i].rotation + 5.0 + end + end + + if (IsKeyPressed(KEY.SPACE)) then + if (blending == BlendMode.ALPHA) then blending = BlendMode.ADDITIVE + else blending = BlendMode.ALPHA end + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(DARKGRAY) + + BeginBlendMode(blending) + + -- Draw active particles + for i = 1, MAX_PARTICLES do + if (mouseTail[i].active) then + DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height), + Rectangle(mouseTail[i].position.x, mouseTail[i].position.y, + smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1), + Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2), + mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end + end + + EndBlendMode() + + DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK) + + if (blending == BlendMode.ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK) + else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(smoke) + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_raw_data.lua b/examples/textures_raw_data.lua new file mode 100644 index 00000000..0bad1771 --- /dev/null +++ b/examples/textures_raw_data.lua @@ -0,0 +1,83 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Load textures from raw data +-- +-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +--#include -- Required for malloc() and free() + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +-- Load RAW image data (512x512, 32bit RGBA, no file header) +local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0) +local sonic = LoadTextureFromImage(sonicRaw) -- Upload CPU (RAM) image to GPU (VRAM) +UnloadImage(sonicRaw) -- Unload CPU (RAM) image data + +-- Generate a checked texture by code (1024x1024 pixels) +local width = 1024 +local height = 1024 + +-- Dynamic memory allocation to store pixels data (Color type) +local pixels = {} + +for y = 1, height do + for x = 1, width do + if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE + else pixels[(y - 1)*height + x] = SKYBLUE end + end +end + +-- Load pixels data into an image structure and create texture +local checkedIm = LoadImageEx(pixels, width, height) +local checked = LoadTextureFromImage(checkedIm) +UnloadImage(checkedIm) -- Unload CPU (RAM) image data + +-- Dynamic memory must be freed after using it +--free(pixels) -- Unload CPU (RAM) pixels data +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3)) + DrawTexture(sonic, 330, -20, WHITE) + + DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE) + DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE) + DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(sonic) -- Texture unloading +UnloadTexture(checked) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_rectangle.lua b/examples/textures_rectangle.lua new file mode 100644 index 00000000..5f481679 --- /dev/null +++ b/examples/textures_rectangle.lua @@ -0,0 +1,69 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Texture loading and drawing a part defined by a rectangle +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) +local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading + +local position = Vector2(350.0, 240.0) +local frameRec = Rectangle(0, 0, guybrush.width/7, guybrush.height) +local currentFrame = 0 +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + if (IsKeyPressed(KEY.RIGHT)) then + currentFrame = currentFrame + 1 + + if (currentFrame > 6) then currentFrame = 0 end + + frameRec.x = currentFrame*guybrush.width/7 + end + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(guybrush, 35, 40, WHITE) + DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME) + + DrawTextureRec(guybrush, frameRec, position, WHITE) -- Draw part of the texture + + DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED) + + DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY) + DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY) + + DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY) + DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY) + DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(guybrush) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_srcrec_dstrec.lua b/examples/textures_srcrec_dstrec.lua new file mode 100644 index 00000000..f94deb3e --- /dev/null +++ b/examples/textures_srcrec_dstrec.lua @@ -0,0 +1,71 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Texture source and destination rectangles +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) +local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading + +local frameWidth = guybrush.width/7 +local frameHeight = guybrush.height + +-- NOTE: Source rectangle (part of the texture to use for drawing) +local sourceRec = Rectangle(0, 0, frameWidth, frameHeight) + +-- NOTE: Destination rectangle (screen rectangle where drawing part of texture) +local destRec = Rectangle(screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2) + +-- NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size +local origin = Vector2(frameWidth, frameHeight) + +local rotation = 0 + +SetTargetFPS(60) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + rotation = rotation + 1 + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + -- NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw + -- sourceRec defines the part of the texture we use for drawing + -- destRec defines the rectangle where our texture part will fit (scaling it to fit) + -- origin defines the point of the texture used as reference for rotation and scaling + -- rotation defines the texture rotation (using origin as rotation point) + DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE) + + DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY) + DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(guybrush) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/examples/textures_to_image.lua b/examples/textures_to_image.lua new file mode 100644 index 00000000..b7a2d4ed --- /dev/null +++ b/examples/textures_to_image.lua @@ -0,0 +1,60 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [textures] example - Retrieve image data from texture: GetTextureData() +-- +-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM) +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image") + +-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + +local image = LoadImage("resources/raylib_logo.png") -- Load image data into CPU memory (RAM) +local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (RAM -> VRAM) +UnloadImage(image) -- Unload image data from CPU memory (RAM) + +image = GetTextureData(texture) -- Retrieve image data from GPU memory (VRAM -> RAM) +UnloadTexture(texture) -- Unload texture from GPU memory (VRAM) + +texture = LoadTextureFromImage(image) -- Recreate texture from retrieved image data (RAM -> VRAM) +UnloadImage(image) -- Unload retrieved image data from CPU memory (RAM) +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + -- TODO: Update your variables here + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE) + + DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY) + + EndDrawing() + --------------------------------------------------------------------------------------- +end + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadTexture(texture) -- Texture unloading + +CloseWindow() -- Close window and OpenGL context +------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/games/arkanoid.lua b/games/arkanoid.lua new file mode 100644 index 00000000..2dc59247 --- /dev/null +++ b/games/arkanoid.lua @@ -0,0 +1,297 @@ +--[[ + + raylib - sample game: arkanoid + + Sample game Marc Palau and Ramon Santamaria + + This game has been created using raylib v1.3 (www.raylib.com) + raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) + + Copyright (c) 2015 Ramon Santamaria (@raysan5) + + Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl) + +--]] + +------------------------------------------------------------------------------------ +-- Some Defines +------------------------------------------------------------------------------------ +PLAYER_MAX_LIFE = 5 +LINES_OF_BRICKS = 5 +BRICKS_PER_LINE = 20 + +------------------------------------------------------------------------------------ +-- Types and Structures Definition +------------------------------------------------------------------------------------ + +GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 } + +function Player() + return { position = Vector2(0,0), size = Vector2(0,0), life = 0 } +end + +function Ball() + return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false } +end + +function Brick() + return { position = Vector2(0,0), active = false } +end + +-------------------------------------------------------------------------------------- +-- Global Variables Declaration +-------------------------------------------------------------------------------------- +screenWidth = 800; +screenHeight = 450; + +framesCounter = 0; +gameOver = false; +pause = false; + +player = Player() +ball = Ball() +brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE]; +for i = 0, LINES_OF_BRICKS-1 do + brick[i] = {} + for j = 0, BRICKS_PER_LINE-1 do + brick[i][j] = Brick() + end +end +brickSize = Vector2(0,0) + + +-------------------------------------------------------------------------------------- +-- Module Functions Definitions (local) +-------------------------------------------------------------------------------------- + +-- Initialize game variables +function InitGame() + + brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40) + + -- Initialize player + player.position = Vector2(screenWidth/2, screenHeight*7/8) + player.size = Vector2(screenWidth/10, 20) + player.life = PLAYER_MAX_LIFE; + + -- Initialize ball + ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30) + ball.speed = Vector2(0, 0) + ball.radius = 7; + ball.active = false; + + -- Initialize bricks + local initialDownPosition = 50; + + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition) + brick[i][j].active = true; + end + end +end + +-- Update game (one frame) +function UpdateGame() + + if (not gameOver) then + if (IsKeyPressed(KEY.P)) then pause = not pause; end + + if (not pause) then + -- Player movement + if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end + if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end + if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end + if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end + + -- Launch ball + if (not ball.active) then + if (IsKeyPressed(KEY.SPACE)) then + ball.active = true; + ball.speed = Vector2(0, -5) + end + end + + UpdateBall(); + + -- Game over logic + if (player.life <= 0) then + gameOver = true; + else + gameOver = true; + + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + if (brick[i][j].active) then gameOver = false; end + end + end + end + end + else + if (IsKeyPressed(KEY.ENTER)) then + InitGame(); + gameOver = false; + end + end + +end + +-- Draw game (one frame) +function DrawGame() + + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (not gameOver) then + -- Draw player bar + DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK); + + -- Draw player lives + for i = 0, player.life-1 do + DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY); + end + + -- Draw ball + DrawCircleV(ball.position, ball.radius, MAROON); + + -- Draw bricks + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + if (brick[i][j].active) then + if ((i + j) % 2 == 0) then + DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY); + else + DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY); + end + end + end + end + + if (pause) then + DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY); + end + else + DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); + end + + EndDrawing(); +end + +-- Unload game variables +function UnloadGame() + -- TODO: Unload all dynamic loaded data (textures, sounds, models...) +end + +-- Update and Draw (one frame) +function UpdateDrawFrame() + UpdateGame(); + DrawGame(); +end + +---------------------------------------------------------------------------------------- +-- Additional module functions +---------------------------------------------------------------------------------------- +function UpdateBall() + -- Update position + if (ball.active) then + ball.position.x = ball.position.x + ball.speed.x; + ball.position.y = ball.position.y + ball.speed.y; + else + ball.position = Vector2(player.position.x, screenHeight*7/8 - 30); + end + + -- Bounce in x + if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0)) + then + ball.speed.x = ball.speed.x * -1; + end + + -- Bounce in y + if ((ball.position.y - ball.radius) <= 0) then + ball.speed.y = ball.speed.y * -1; + end + + -- Ball reaches bottom of the screen + if ((ball.position.y + ball.radius) >= screenHeight) then + ball.speed = Vector2(0, 0); + ball.active = false; + + player.life = player.life - 1; + end + + -- Collision logic: ball vs player + if CheckCollisionCircleRec(ball.position, ball.radius, + Rectangle( + player.position.x - player.size.x/2, + player.position.y - player.size.y/2, + player.size.x, + player.size.y)) then + if (ball.speed.y > 0) then + ball.speed.y = ball.speed.y * -1; + ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5; + end + end + + -- Collision logic: ball vs bricks + for i = 0,LINES_OF_BRICKS-1 do + for j = 0,BRICKS_PER_LINE-1 do + if (brick[i][j].active) then + -- Hit below + if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and + ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and + ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0)) + then + brick[i][j].active = false; + ball.speed.y = ball.speed.y * -1; + -- Hit above + elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and + ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and + ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0)) + then + brick[i][j].active = false; + ball.speed.y = ball.speed.y * -1; + -- Hit left + elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and + ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and + ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0)) + then + brick[i][j].active = false; + ball.speed.x = ball.speed.x * -1; + -- Hit right + elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and + ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and + ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0)) + then + brick[i][j].active = false; + ball.speed.x = ball.speed.x * -1; + end + end + end + end +end + +InitWindow(screenWidth, screenHeight, "sample game: arkanoid"); + +InitGame(); + +SetTargetFPS(60); +---------------------------------------------------------------------------------------- + +-- Main game loop +while (not WindowShouldClose()) -- Detect window close button or ESC key +do + -- Update + ------------------------------------------------------------------------------------ + UpdateGame(); + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + DrawGame(); + ------------------------------------------------------------------------------------ +end + +UnloadGame(); -- Unload loaded data (textures, sounds, models...) + +CloseWindow(); -- Close window and OpenGL context diff --git a/games/drturtle/05_drturtle_audio.c b/games/drturtle/05_drturtle_audio.c index 4a36d015..b94de106 100644 --- a/games/drturtle/05_drturtle_audio.c +++ b/games/drturtle/05_drturtle_audio.c @@ -12,7 +12,7 @@ * * Enjoy using raylib. :) * -* This game has been created using raylib 1.1 (www.raylib.com) +* This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) @@ -59,8 +59,9 @@ int main() Sound die = LoadSound("resources/die.wav"); Sound growl = LoadSound("resources/gamera.wav"); - // Start playing streaming music - PlayMusicStream("resources/speeding.ogg"); + // Load music stream and start playing music + Music music = LoadMusicStream("resources/speeding.ogg"); + PlayMusicStream(music); // Define scrolling variables int backScrolling = 0; @@ -118,6 +119,8 @@ int main() { // Update //---------------------------------------------------------------------------------- + UpdateMusicStream(music); // Refill music stream buffers (if required) + framesCounter++; // Game screens management @@ -458,10 +461,10 @@ int main() UnloadSound(die); UnloadSound(growl); - StopMusicStream(); // Stop music - CloseAudioDevice(); // Close audio device + UnloadMusicStream(music); // Unload music + CloseAudioDevice(); // Close audio device - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/games/drturtle/06_drturtle_final.c b/games/drturtle/06_drturtle_final.c index 128b23a5..48708094 100644 --- a/games/drturtle/06_drturtle_final.c +++ b/games/drturtle/06_drturtle_final.c @@ -12,7 +12,7 @@ * * Enjoy using raylib. :) * -* This game has been created using raylib 1.1 (www.raylib.com) +* This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) @@ -39,7 +39,7 @@ int main() InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); // Initialize audio device - InitAudioDevice(); + InitAudioDevice(); // Load game resources: textures Texture2D sky = LoadTexture("resources/sky.png"); @@ -62,8 +62,9 @@ int main() Sound die = LoadSound("resources/die.wav"); Sound growl = LoadSound("resources/gamera.wav"); - // Start playing streaming music - PlayMusicStream("resources/speeding.ogg"); + // Load music stream and start playing music + Music music = LoadMusicStream("resources/speeding.ogg"); + PlayMusicStream(music); // Define scrolling variables int backScrolling = 0; @@ -127,6 +128,8 @@ int main() { // Update //---------------------------------------------------------------------------------- + UpdateMusicStream(music); // Refill music stream buffers (if required) + framesCounter++; // Sea color tint effect @@ -483,10 +486,10 @@ int main() UnloadSound(die); UnloadSound(growl); - StopMusicStream(); // Stop music - CloseAudioDevice(); // Close audio device + UnloadMusicStream(music); // Unload music + CloseAudioDevice(); // Close audio device - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/games/drturtle/drturtle_final_web.c b/games/drturtle/drturtle_final_web.c index 25f4074b..bec7ebd0 100644 --- a/games/drturtle/drturtle_final_web.c +++ b/games/drturtle/drturtle_final_web.c @@ -12,7 +12,7 @@ * * Enjoy using raylib. :) * -* This game has been created using raylib 1.1 (www.raylib.com) +* This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) @@ -54,6 +54,8 @@ Sound eat; Sound die; Sound growl; +Music music; + // Define scrolling variables int backScrolling = 0; int seaScrolling = 0; @@ -124,8 +126,9 @@ int main() die = LoadSound("resources/die.wav"); growl = LoadSound("resources/gamera.wav"); - // Start playing streaming music - PlayMusicStream("resources/speeding.ogg"); + // Load music stream and start playing music + music = LoadMusicStream("resources/speeding.ogg"); + PlayMusicStream(music); playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; @@ -190,10 +193,10 @@ int main() UnloadSound(die); UnloadSound(growl); - StopMusicStream(); // Stop music - CloseAudioDevice(); // Close audio device + UnloadMusicStream(music); // Unload music + CloseAudioDevice(); // Close audio device - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; @@ -206,8 +209,8 @@ void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- - UpdateMusicStream(); - + UpdateMusicStream(music); // Refill music stream buffers (if required) + framesCounter++; // Sea color tint effect diff --git a/games/just_do/just_do.c b/games/just_do/just_do.c index beac9e14..811150d3 100644 --- a/games/just_do/just_do.c +++ b/games/just_do/just_do.c @@ -6,7 +6,7 @@ * * Developed by: Ramon Santamaria (Ray San) * -* This game has been created using raylib (www.raylib.com) +* This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com) @@ -23,7 +23,7 @@ //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- -const int screenWidth = 1280; // Moved to screens.h +const int screenWidth = 1280; // Moved to screens.h const int screenHeight = 720; // Moved to screens.h // Required variables to manage screen transitions (fade-in, fade-out) @@ -35,6 +35,7 @@ int transToScreen = -1; int framesCounter = 0; //static Sound levelWin; +Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration @@ -57,10 +58,11 @@ int main(void) //SetupFlags(FLAG_FULLSCREEN_MODE); InitWindow(screenWidth, screenHeight, windowTitle); - // TODO: Load global data here (assets that must be available in all screens, i.e. fonts) + // Load global data here (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); levelWin = LoadSound("resources/win.wav"); + music = LoadMusicStream("resources/ambient.ogg"); // Setup and Init first screen currentScreen = LOGO; @@ -85,8 +87,9 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - // TODO: Unload all global loaded data (i.e. fonts) here! + // Unload all global loaded data (i.e. fonts) here! UnloadSound(levelWin); + UnloadMusicStream(music); CloseAudioDevice(); @@ -197,6 +200,8 @@ void UpdateDrawFrame(void) InitLevel08Screen(); } + UpdateMusicStream(music); + switch(currentScreen) { case LOGO: @@ -209,8 +214,8 @@ void UpdateDrawFrame(void) TransitionToScreen(LEVEL00); InitLevel00Screen(); - PlayMusicStream("resources/ambient.ogg"); - SetMusicVolume(0.6f); + PlayMusicStream(music); + SetMusicVolume(music, 0.6f); } } break; case LEVEL00: diff --git a/games/light_my_ritual/light_my_ritual.c b/games/light_my_ritual/light_my_ritual.c index 0f1dc47e..000eca36 100644 --- a/games/light_my_ritual/light_my_ritual.c +++ b/games/light_my_ritual/light_my_ritual.c @@ -35,6 +35,8 @@ bool onTransition = false; bool transFadeOut = false; int transFromScreen = -1; int transToScreen = -1; + +static Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration @@ -66,11 +68,13 @@ int main(void) UnloadImage(image); // Unload image from CPU memory (RAM) - //PlayMusicStream("resources/audio/come_play_with_me.ogg"); - font = LoadSpriteFont("resources/font_arcadian.png"); //doors = LoadTexture("resources/textures/doors.png"); //sndDoor = LoadSound("resources/audio/door.ogg"); + + music = LoadMusicStream("resources/audio/ambient.ogg"); + PlayMusicStream(music); + SetMusicVolume(music, 1.0f); // Setup and Init first screen currentScreen = LOGO_RL; @@ -105,6 +109,8 @@ int main(void) UnloadSpriteFont(font); //UnloadSound(sndDoor); + UnloadMusicStream(music); + free(lightsMap); CloseAudioDevice(); @@ -218,13 +224,17 @@ void UpdateDrawFrame(void) rlUpdateLogoScreen(); if (rlFinishLogoScreen()) TransitionToScreen(TITLE); - + } break; case TITLE: { UpdateTitleScreen(); - if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY); + if (FinishTitleScreen() == 1) + { + StopMusicStream(music); + TransitionToScreen(GAMEPLAY); + } } break; case GAMEPLAY: @@ -244,7 +254,7 @@ void UpdateDrawFrame(void) UpdateTransition(); } - UpdateMusicStream(); + if (currentScreen != GAMEPLAY) UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw diff --git a/games/light_my_ritual/screens/screen_gameplay.c b/games/light_my_ritual/screens/screen_gameplay.c index b91d2545..c1779f73 100644 --- a/games/light_my_ritual/screens/screen_gameplay.c +++ b/games/light_my_ritual/screens/screen_gameplay.c @@ -64,7 +64,7 @@ typedef struct Enemy { Color color; } Enemy; -typedef struct Light { +typedef struct LightSpot { Vector2 position; int radius; int requiredEnergy; @@ -74,7 +74,7 @@ typedef struct Light { int framesCounter; int currentFrame; Rectangle frameRec; -} Light; +} LightSpot; typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel; @@ -92,9 +92,9 @@ static bool pause; static Player player; -static Light lightsI[MAX_LIGHTS_I]; -static Light lightsII[MAX_LIGHTS_II]; -static Light lightsIII[MAX_LIGHTS_III]; +static LightSpot lightsI[MAX_LIGHTS_I]; +static LightSpot lightsII[MAX_LIGHTS_II]; +static LightSpot lightsIII[MAX_LIGHTS_III]; static Enemy enemies[MAX_ENEMIES]; @@ -133,6 +133,8 @@ static Rectangle lightOff, lightOn; static Sound fxLightOn, fxLightOff; +static Music music; + // Debug variables static bool enemiesStopped; @@ -286,7 +288,8 @@ void InitGameplayScreen(void) enemiesStopped = false; - PlayMusicStream("resources/audio/ritual.ogg"); + music = LoadMusicStream("resources/audio/ritual.ogg"); + PlayMusicStream(music); } // Gameplay Screen Update logic @@ -549,10 +552,12 @@ void UpdateGameplayScreen(void) { alphaRitual += 0.02f; - SetMusicVolume(1.0f - alphaRitual); + SetMusicVolume(music, 1.0f - alphaRitual); if (alphaRitual > 1.0f) finishScreen = 1; } + + UpdateMusicStream(music); } // Gameplay Screen Draw logic @@ -757,6 +762,8 @@ void UnloadGameplayScreen(void) // Unload sounds UnloadSound(fxLightOn); UnloadSound(fxLightOff); + + UnloadMusicStream(music); } // Gameplay Screen should finish? diff --git a/games/light_my_ritual/screens/screen_logo_raylib.c b/games/light_my_ritual/screens/screen_logo_raylib.c index 40157b10..f21055d7 100644 --- a/games/light_my_ritual/screens/screen_logo_raylib.c +++ b/games/light_my_ritual/screens/screen_logo_raylib.c @@ -75,9 +75,6 @@ void rlInitLogoScreen(void) state = 0; alpha = 1.0f; - - PlayMusicStream("resources/audio/ambient.ogg"); - SetMusicVolume(1.0f); } // Logo Screen Update logic @@ -204,7 +201,7 @@ void rlDrawLogoScreen(void) // Logo Screen Unload logic void rlUnloadLogoScreen(void) { - // TODO: Unload LOGO screen variables here! + // Unload LOGO screen variables here! } // Logo Screen should finish? diff --git a/games/makefile b/games/makefile index 2d992896..c48e4d68 100644 --- a/games/makefile +++ b/games/makefile @@ -86,8 +86,6 @@ else # external libraries headers # GLFW3 INCLUDES += -I../external/glfw3/include -# GLEW - Not required any more, replaced by GLAD - #INCLUDES += -I../external/glew/include # OpenAL Soft INCLUDES += -I../external/openal_soft/include endif @@ -103,8 +101,6 @@ else ifneq ($(PLATFORM_OS),OSX) # OpenAL Soft LFLAGS += -L../external/openal_soft/lib/$(LIBPATH) - # GLEW: Not used, replaced by GLAD - #LFLAGS += -L../../external/glew/lib/$(LIBPATH) endif endif @@ -115,9 +111,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) # libraries for Debian GNU/Linux desktop compiling # requires the following packages: # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev - LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread - # on XWindow could require also below libraries, just uncomment - #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -lpthread -ldl + # on XWindow could require also below libraries: + LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor else ifeq ($(PLATFORM_OS),OSX) # libraries for OS X 10.9 desktop compiling diff --git a/games/raylib_demo/raylib_demo.c b/games/raylib_demo/raylib_demo.c index 22213b46..722d8ce6 100644 --- a/games/raylib_demo/raylib_demo.c +++ b/games/raylib_demo/raylib_demo.c @@ -123,6 +123,8 @@ Model cat; Sound fxWav; Sound fxOgg; +Music music; + Vector2 soundBallsPosition[MAX_BALLS]; Color soundBallsColor[MAX_BALLS]; bool soundBallsActive[MAX_BALLS]; @@ -203,11 +205,13 @@ int main() catTexture = LoadTexture("resources/catsham.png"); // Load model texture cat = LoadModel("resources/cat.obj"); // Load OBJ model - cat.material.texDiffuse = texture; // Set cat model diffuse texture + cat.material.texDiffuse = catTexture; // Set cat model diffuse texture fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file + music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); // Load music + for (int i = 0; i < MAX_BALLS; i++) { soundBallsPosition[i] = (Vector2){ 650 + 560/2 + GetRandomValue(-280, 280), 220 + 200 + GetRandomValue(-200, 200) }; @@ -267,6 +271,8 @@ int main() UnloadSound(fxWav); UnloadSound(fxOgg); + + UnloadMusicStream(music); CloseAudioDevice(); @@ -464,11 +470,11 @@ void UpdateDrawOneFrame(void) if (selectedModule == AUDIO) { - if (IsKeyPressed(KEY_SPACE) && !MusicIsPlaying()) PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream + if (IsKeyPressed(KEY_SPACE) && !IsMusicPlaying(music)) PlayMusicStream(music); // Play music stream if (IsKeyPressed('S')) { - StopMusicStream(); + StopMusicStream(music); timePlayed = 0.0f; for (int i = 0; i < MAX_BALLS; i++) @@ -482,9 +488,11 @@ void UpdateDrawOneFrame(void) } } - if (MusicIsPlaying()) + if (IsMusicPlaying(music)) { - timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4; + UpdateMusicStream(music); + + timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4; if ((framesCounter%10) == 0) { @@ -842,7 +850,7 @@ void UpdateDrawOneFrame(void) DrawRectangle(150, 390, 400, 12, LIGHTGRAY); DrawRectangle(150, 390, (int)timePlayed, 12, MAROON); - if (MusicIsPlaying()) + if (IsMusicPlaying(music)) { DrawText("PRESS 'S' to STOP PLAYING MUSIC", 165, 425, 20, GRAY); diff --git a/games/skully_escape/skully_escape.c b/games/skully_escape/skully_escape.c index 22cc04e4..83f9732b 100644 --- a/games/skully_escape/skully_escape.c +++ b/games/skully_escape/skully_escape.c @@ -2,7 +2,7 @@ * * SKULLY ESCAPE [KING GAME JAM 2015] * -* This game has been created using raylib (www.raylib.com) +* This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) @@ -32,6 +32,8 @@ int transFromScreen = -1; int transToScreen = -1; static int framesCounter = 0; + +Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration @@ -57,7 +59,8 @@ int main(void) // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); - PlayMusicStream("resources/audio/come_play_with_me.ogg"); + music = LoadMusicStream("resources/audio/come_play_with_me.ogg"); + PlayMusicStream(music); font = LoadSpriteFont("resources/textures/alagard.png"); doors = LoadTexture("resources/textures/doors.png"); @@ -93,6 +96,8 @@ int main(void) UnloadSound(sndDoor); UnloadSound(sndScream); + UnloadMusicStream(music); + CloseAudioDevice(); CloseWindow(); // Close window and OpenGL context @@ -368,7 +373,7 @@ void UpdateDrawFrame(void) UpdateTransition(); } - UpdateMusicStream(); + UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw diff --git a/project/vs2015/examples/core_basic_window.vcxproj b/project/vs2015/examples/core_basic_window.vcxproj new file mode 100644 index 00000000..2ae68c2d --- /dev/null +++ b/project/vs2015/examples/core_basic_window.vcxproj @@ -0,0 +1,97 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {0981CA98-E4A5-4DF1-987F-A41D09131EFC} + Win32Proj + core_basic_window + 8.1 + core_basic_window + + + + Application + true + v140 + Unicode + + + Application + false + v140 + true + Unicode + + + + + + + + + + + + + + + true + + + false + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)external\glfw3\lib\win32;$(SolutionDir)external\openal_soft\lib\win32;%(AdditionalLibraryDirectories) + kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies) + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + + + Console + true + true + true + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/project/vs2015/examples/core_basic_window_cpp.vcxproj b/project/vs2015/examples/core_basic_window_cpp.vcxproj new file mode 100644 index 00000000..29e0c616 --- /dev/null +++ b/project/vs2015/examples/core_basic_window_cpp.vcxproj @@ -0,0 +1,97 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {B655E850-3322-42F7-941D-6AC18FD66CA1} + Win32Proj + raylib_example_cpp + 8.1 + core_basic_window_cpp + + + + Application + true + v140 + Unicode + + + Application + false + v140 + true + Unicode + + + + + + + + + + + + + + + true + + + false + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsCpp + + + Console + true + kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies) + $(SolutionDir)external\glfw3\lib\win32;%(AdditionalLibraryDirectories) + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + + + Console + true + true + true + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + + + + \ No newline at end of file diff --git a/project/vs2015/external/glfw3/COPYING.txt b/project/vs2015/external/glfw3/COPYING.txt new file mode 100644 index 00000000..ad16462a --- /dev/null +++ b/project/vs2015/external/glfw3/COPYING.txt @@ -0,0 +1,22 @@ +Copyright (c) 2002-2006 Marcus Geelnard +Copyright (c) 2006-2016 Camilla Berglund + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would + be appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not + be misrepresented as being the original software. + +3. This notice may not be removed or altered from any source + distribution. + diff --git a/project/vs2015/external/glfw3/include/GLFW/glfw3.h b/project/vs2015/external/glfw3/include/GLFW/glfw3.h new file mode 100644 index 00000000..5a0c4508 --- /dev/null +++ b/project/vs2015/external/glfw3/include/GLFW/glfw3.h @@ -0,0 +1,4235 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2016 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_h_ +#define _glfw3_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3.h + * @brief The header of the GLFW 3 API. + * + * This is the header file of the GLFW 3 API. It defines all its types and + * declares all its functions. + * + * For more information about how to use this file, see @ref build_include. + */ +/*! @defgroup context Context reference + * + * This is the reference documentation for OpenGL and OpenGL ES context related + * functions. For more task-oriented information, see the @ref context_guide. + */ +/*! @defgroup vulkan Vulkan reference + * + * This is the reference documentation for Vulkan related functions and types. + * For more task-oriented information, see the @ref vulkan_guide. + */ +/*! @defgroup init Initialization, version and error reference + * + * This is the reference documentation for initialization and termination of + * the library, version management and error handling. For more task-oriented + * information, see the @ref intro_guide. + */ +/*! @defgroup input Input reference + * + * This is the reference documentation for input related functions and types. + * For more task-oriented information, see the @ref input_guide. + */ +/*! @defgroup monitor Monitor reference + * + * This is the reference documentation for monitor related functions and types. + * For more task-oriented information, see the @ref monitor_guide. + */ +/*! @defgroup window Window reference + * + * This is the reference documentation for window related functions and types, + * including creation, deletion and event polling. For more task-oriented + * information, see the @ref window_guide. + */ + + +/************************************************************************* + * Compiler- and platform-specific preprocessor work + *************************************************************************/ + +/* If we are we on Windows, we want a single define for it. + */ +#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__)) + #define _WIN32 +#endif /* _WIN32 */ + +/* It is customary to use APIENTRY for OpenGL function pointer declarations on + * all platforms. Additionally, the Windows OpenGL header needs APIENTRY. + */ +#ifndef APIENTRY + #ifdef _WIN32 + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif +#endif /* APIENTRY */ + +/* Some Windows OpenGL headers need this. + */ +#if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #define GLFW_WINGDIAPI_DEFINED +#endif /* WINGDIAPI */ + +/* Some Windows GLU headers need this. + */ +#if !defined(CALLBACK) && defined(_WIN32) + #define CALLBACK __stdcall + #define GLFW_CALLBACK_DEFINED +#endif /* CALLBACK */ + +/* Most Windows GLU headers need wchar_t. + * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h. + * Include it unconditionally to avoid surprising side-effects. + */ +#include +#include + +/* Include the chosen client API headers. + */ +#if defined(__APPLE__) + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif !defined(GLFW_INCLUDE_NONE) + #if !defined(GLFW_INCLUDE_GLEXT) + #define GL_GLEXT_LEGACY + #endif + #include + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#else + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #elif defined(GLFW_INCLUDE_ES1) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES2) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES3) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES31) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_VULKAN) + #include + #elif !defined(GLFW_INCLUDE_NONE) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#endif + +#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL) + /* GLFW_DLL must be defined by applications that are linking against the DLL + * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW + * configuration header when compiling the DLL version of the library. + */ + #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined" +#endif + +/* GLFWAPI is used to declare public API functions for export + * from the DLL / shared library / dynamic library. + */ +#if defined(_WIN32) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllexport) +#elif defined(_WIN32) && defined(GLFW_DLL) + /* We are calling GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllimport) +#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a shared / dynamic library */ + #define GLFWAPI __attribute__((visibility("default"))) +#else + /* We are building or calling GLFW as a static library */ + #define GLFWAPI +#endif + + +/************************************************************************* + * GLFW API tokens + *************************************************************************/ + +/*! @name GLFW version macros + * @{ */ +/*! @brief The major version number of the GLFW library. + * + * This is incremented when the API is changed in non-compatible ways. + * @ingroup init + */ +#define GLFW_VERSION_MAJOR 3 +/*! @brief The minor version number of the GLFW library. + * + * This is incremented when features are added to the API but it remains + * backward-compatible. + * @ingroup init + */ +#define GLFW_VERSION_MINOR 2 +/*! @brief The revision number of the GLFW library. + * + * This is incremented when a bug fix release is made that does not contain any + * API changes. + * @ingroup init + */ +#define GLFW_VERSION_REVISION 0 +/*! @} */ + +/*! @name Boolean values + * @{ */ +/*! @brief One. + * + * One. Seriously. You don't _need_ to use this symbol in your code. It's + * just semantic sugar for the number 1. You can use `1` or `true` or `_True` + * or `GL_TRUE` or whatever you want. + */ +#define GLFW_TRUE 1 +/*! @brief Zero. + * + * Zero. Seriously. You don't _need_ to use this symbol in your code. It's + * just just semantic sugar for the number 0. You can use `0` or `false` or + * `_False` or `GL_FALSE` or whatever you want. + */ +#define GLFW_FALSE 0 +/*! @} */ + +/*! @name Key and button actions + * @{ */ +/*! @brief The key or mouse button was released. + * + * The key or mouse button was released. + * + * @ingroup input + */ +#define GLFW_RELEASE 0 +/*! @brief The key or mouse button was pressed. + * + * The key or mouse button was pressed. + * + * @ingroup input + */ +#define GLFW_PRESS 1 +/*! @brief The key was held down until it repeated. + * + * The key was held down until it repeated. + * + * @ingroup input + */ +#define GLFW_REPEAT 2 +/*! @} */ + +/*! @defgroup keys Keyboard keys + * + * See [key input](@ref input_key) for how these are used. + * + * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), + * but re-arranged to map to 7-bit ASCII for printable keys (function keys are + * put in the 256+ range). + * + * The naming of the key codes follow these rules: + * - The US keyboard layout is used + * - Names of printable alpha-numeric characters are used (e.g. "A", "R", + * "3", etc.) + * - For non-alphanumeric characters, Unicode:ish names are used (e.g. + * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not + * correspond to the Unicode standard (usually for brevity) + * - Keys that lack a clear US mapping are named "WORLD_x" + * - For non-printable keys, custom names are used (e.g. "F4", + * "BACKSPACE", etc.) + * + * @ingroup input + * @{ + */ + +/* The unknown key */ +#define GLFW_KEY_UNKNOWN -1 + +/* Printable keys */ +#define GLFW_KEY_SPACE 32 +#define GLFW_KEY_APOSTROPHE 39 /* ' */ +#define GLFW_KEY_COMMA 44 /* , */ +#define GLFW_KEY_MINUS 45 /* - */ +#define GLFW_KEY_PERIOD 46 /* . */ +#define GLFW_KEY_SLASH 47 /* / */ +#define GLFW_KEY_0 48 +#define GLFW_KEY_1 49 +#define GLFW_KEY_2 50 +#define GLFW_KEY_3 51 +#define GLFW_KEY_4 52 +#define GLFW_KEY_5 53 +#define GLFW_KEY_6 54 +#define GLFW_KEY_7 55 +#define GLFW_KEY_8 56 +#define GLFW_KEY_9 57 +#define GLFW_KEY_SEMICOLON 59 /* ; */ +#define GLFW_KEY_EQUAL 61 /* = */ +#define GLFW_KEY_A 65 +#define GLFW_KEY_B 66 +#define GLFW_KEY_C 67 +#define GLFW_KEY_D 68 +#define GLFW_KEY_E 69 +#define GLFW_KEY_F 70 +#define GLFW_KEY_G 71 +#define GLFW_KEY_H 72 +#define GLFW_KEY_I 73 +#define GLFW_KEY_J 74 +#define GLFW_KEY_K 75 +#define GLFW_KEY_L 76 +#define GLFW_KEY_M 77 +#define GLFW_KEY_N 78 +#define GLFW_KEY_O 79 +#define GLFW_KEY_P 80 +#define GLFW_KEY_Q 81 +#define GLFW_KEY_R 82 +#define GLFW_KEY_S 83 +#define GLFW_KEY_T 84 +#define GLFW_KEY_U 85 +#define GLFW_KEY_V 86 +#define GLFW_KEY_W 87 +#define GLFW_KEY_X 88 +#define GLFW_KEY_Y 89 +#define GLFW_KEY_Z 90 +#define GLFW_KEY_LEFT_BRACKET 91 /* [ */ +#define GLFW_KEY_BACKSLASH 92 /* \ */ +#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */ +#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */ +#define GLFW_KEY_WORLD_1 161 /* non-US #1 */ +#define GLFW_KEY_WORLD_2 162 /* non-US #2 */ + +/* Function keys */ +#define GLFW_KEY_ESCAPE 256 +#define GLFW_KEY_ENTER 257 +#define GLFW_KEY_TAB 258 +#define GLFW_KEY_BACKSPACE 259 +#define GLFW_KEY_INSERT 260 +#define GLFW_KEY_DELETE 261 +#define GLFW_KEY_RIGHT 262 +#define GLFW_KEY_LEFT 263 +#define GLFW_KEY_DOWN 264 +#define GLFW_KEY_UP 265 +#define GLFW_KEY_PAGE_UP 266 +#define GLFW_KEY_PAGE_DOWN 267 +#define GLFW_KEY_HOME 268 +#define GLFW_KEY_END 269 +#define GLFW_KEY_CAPS_LOCK 280 +#define GLFW_KEY_SCROLL_LOCK 281 +#define GLFW_KEY_NUM_LOCK 282 +#define GLFW_KEY_PRINT_SCREEN 283 +#define GLFW_KEY_PAUSE 284 +#define GLFW_KEY_F1 290 +#define GLFW_KEY_F2 291 +#define GLFW_KEY_F3 292 +#define GLFW_KEY_F4 293 +#define GLFW_KEY_F5 294 +#define GLFW_KEY_F6 295 +#define GLFW_KEY_F7 296 +#define GLFW_KEY_F8 297 +#define GLFW_KEY_F9 298 +#define GLFW_KEY_F10 299 +#define GLFW_KEY_F11 300 +#define GLFW_KEY_F12 301 +#define GLFW_KEY_F13 302 +#define GLFW_KEY_F14 303 +#define GLFW_KEY_F15 304 +#define GLFW_KEY_F16 305 +#define GLFW_KEY_F17 306 +#define GLFW_KEY_F18 307 +#define GLFW_KEY_F19 308 +#define GLFW_KEY_F20 309 +#define GLFW_KEY_F21 310 +#define GLFW_KEY_F22 311 +#define GLFW_KEY_F23 312 +#define GLFW_KEY_F24 313 +#define GLFW_KEY_F25 314 +#define GLFW_KEY_KP_0 320 +#define GLFW_KEY_KP_1 321 +#define GLFW_KEY_KP_2 322 +#define GLFW_KEY_KP_3 323 +#define GLFW_KEY_KP_4 324 +#define GLFW_KEY_KP_5 325 +#define GLFW_KEY_KP_6 326 +#define GLFW_KEY_KP_7 327 +#define GLFW_KEY_KP_8 328 +#define GLFW_KEY_KP_9 329 +#define GLFW_KEY_KP_DECIMAL 330 +#define GLFW_KEY_KP_DIVIDE 331 +#define GLFW_KEY_KP_MULTIPLY 332 +#define GLFW_KEY_KP_SUBTRACT 333 +#define GLFW_KEY_KP_ADD 334 +#define GLFW_KEY_KP_ENTER 335 +#define GLFW_KEY_KP_EQUAL 336 +#define GLFW_KEY_LEFT_SHIFT 340 +#define GLFW_KEY_LEFT_CONTROL 341 +#define GLFW_KEY_LEFT_ALT 342 +#define GLFW_KEY_LEFT_SUPER 343 +#define GLFW_KEY_RIGHT_SHIFT 344 +#define GLFW_KEY_RIGHT_CONTROL 345 +#define GLFW_KEY_RIGHT_ALT 346 +#define GLFW_KEY_RIGHT_SUPER 347 +#define GLFW_KEY_MENU 348 + +#define GLFW_KEY_LAST GLFW_KEY_MENU + +/*! @} */ + +/*! @defgroup mods Modifier key flags + * + * See [key input](@ref input_key) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief If this bit is set one or more Shift keys were held down. + */ +#define GLFW_MOD_SHIFT 0x0001 +/*! @brief If this bit is set one or more Control keys were held down. + */ +#define GLFW_MOD_CONTROL 0x0002 +/*! @brief If this bit is set one or more Alt keys were held down. + */ +#define GLFW_MOD_ALT 0x0004 +/*! @brief If this bit is set one or more Super keys were held down. + */ +#define GLFW_MOD_SUPER 0x0008 + +/*! @} */ + +/*! @defgroup buttons Mouse buttons + * + * See [mouse button input](@ref input_mouse_button) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_MOUSE_BUTTON_1 0 +#define GLFW_MOUSE_BUTTON_2 1 +#define GLFW_MOUSE_BUTTON_3 2 +#define GLFW_MOUSE_BUTTON_4 3 +#define GLFW_MOUSE_BUTTON_5 4 +#define GLFW_MOUSE_BUTTON_6 5 +#define GLFW_MOUSE_BUTTON_7 6 +#define GLFW_MOUSE_BUTTON_8 7 +#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8 +#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1 +#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2 +#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3 +/*! @} */ + +/*! @defgroup joysticks Joysticks + * + * See [joystick input](@ref joystick) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_JOYSTICK_1 0 +#define GLFW_JOYSTICK_2 1 +#define GLFW_JOYSTICK_3 2 +#define GLFW_JOYSTICK_4 3 +#define GLFW_JOYSTICK_5 4 +#define GLFW_JOYSTICK_6 5 +#define GLFW_JOYSTICK_7 6 +#define GLFW_JOYSTICK_8 7 +#define GLFW_JOYSTICK_9 8 +#define GLFW_JOYSTICK_10 9 +#define GLFW_JOYSTICK_11 10 +#define GLFW_JOYSTICK_12 11 +#define GLFW_JOYSTICK_13 12 +#define GLFW_JOYSTICK_14 13 +#define GLFW_JOYSTICK_15 14 +#define GLFW_JOYSTICK_16 15 +#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16 +/*! @} */ + +/*! @defgroup errors Error codes + * + * See [error handling](@ref error_handling) for how these are used. + * + * @ingroup init + * @{ */ +/*! @brief GLFW has not been initialized. + * + * This occurs if a GLFW function was called that must not be called unless the + * library is [initialized](@ref intro_init). + * + * @analysis Application programmer error. Initialize GLFW before calling any + * function that requires initialization. + */ +#define GLFW_NOT_INITIALIZED 0x00010001 +/*! @brief No context is current for this thread. + * + * This occurs if a GLFW function was called that needs and operates on the + * current OpenGL or OpenGL ES context but no context is current on the calling + * thread. One such function is @ref glfwSwapInterval. + * + * @analysis Application programmer error. Ensure a context is current before + * calling functions that require a current context. + */ +#define GLFW_NO_CURRENT_CONTEXT 0x00010002 +/*! @brief One of the arguments to the function was an invalid enum value. + * + * One of the arguments to the function was an invalid enum value, for example + * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref + * glfwGetWindowAttrib. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_ENUM 0x00010003 +/*! @brief One of the arguments to the function was an invalid value. + * + * One of the arguments to the function was an invalid value, for example + * requesting a non-existent OpenGL or OpenGL ES version like 2.7. + * + * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead + * result in a @ref GLFW_VERSION_UNAVAILABLE error. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_VALUE 0x00010004 +/*! @brief A memory allocation failed. + * + * A memory allocation failed. + * + * @analysis A bug in GLFW or the underlying operating system. Report the bug + * to our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_OUT_OF_MEMORY 0x00010005 +/*! @brief GLFW could not find support for the requested API on the system. + * + * GLFW could not find support for the requested API on the system. + * + * @analysis The installed graphics driver does not support the requested + * API, or does not support it via the chosen context creation backend. + * Below are a few examples. + * + * @par + * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only + * supports OpenGL ES via EGL, while Nvidia and Intel only support it via + * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa + * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary + * driver. Older graphics drivers do not support Vulkan. + */ +#define GLFW_API_UNAVAILABLE 0x00010006 +/*! @brief The requested OpenGL or OpenGL ES version is not available. + * + * The requested OpenGL or OpenGL ES version (including any requested context + * or framebuffer hints) is not available on this machine. + * + * @analysis The machine does not support your requirements. If your + * application is sufficiently flexible, downgrade your requirements and try + * again. Otherwise, inform the user that their machine does not match your + * requirements. + * + * @par + * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 + * comes out before the 4.x series gets that far, also fail with this error and + * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions + * will exist. + */ +#define GLFW_VERSION_UNAVAILABLE 0x00010007 +/*! @brief A platform-specific error occurred that does not match any of the + * more specific categories. + * + * A platform-specific error occurred that does not match any of the more + * specific categories. + * + * @analysis A bug or configuration error in GLFW, the underlying operating + * system or its drivers, or a lack of required resources. Report the issue to + * our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_PLATFORM_ERROR 0x00010008 +/*! @brief The requested format is not supported or available. + * + * If emitted during window creation, the requested pixel format is not + * supported. + * + * If emitted when querying the clipboard, the contents of the clipboard could + * not be converted to the requested format. + * + * @analysis If emitted during window creation, one or more + * [hard constraints](@ref window_hints_hard) did not match any of the + * available pixel formats. If your application is sufficiently flexible, + * downgrade your requirements and try again. Otherwise, inform the user that + * their machine does not match your requirements. + * + * @par + * If emitted when querying the clipboard, ignore the error or report it to + * the user, as appropriate. + */ +#define GLFW_FORMAT_UNAVAILABLE 0x00010009 +/*! @brief The specified window does not have an OpenGL or OpenGL ES context. + * + * A window that does not have an OpenGL or OpenGL ES context was passed to + * a function that requires it to have one. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_NO_WINDOW_CONTEXT 0x0001000A +/*! @} */ + +#define GLFW_FOCUSED 0x00020001 +#define GLFW_ICONIFIED 0x00020002 +#define GLFW_RESIZABLE 0x00020003 +#define GLFW_VISIBLE 0x00020004 +#define GLFW_DECORATED 0x00020005 +#define GLFW_AUTO_ICONIFY 0x00020006 +#define GLFW_FLOATING 0x00020007 +#define GLFW_MAXIMIZED 0x00020008 + +#define GLFW_RED_BITS 0x00021001 +#define GLFW_GREEN_BITS 0x00021002 +#define GLFW_BLUE_BITS 0x00021003 +#define GLFW_ALPHA_BITS 0x00021004 +#define GLFW_DEPTH_BITS 0x00021005 +#define GLFW_STENCIL_BITS 0x00021006 +#define GLFW_ACCUM_RED_BITS 0x00021007 +#define GLFW_ACCUM_GREEN_BITS 0x00021008 +#define GLFW_ACCUM_BLUE_BITS 0x00021009 +#define GLFW_ACCUM_ALPHA_BITS 0x0002100A +#define GLFW_AUX_BUFFERS 0x0002100B +#define GLFW_STEREO 0x0002100C +#define GLFW_SAMPLES 0x0002100D +#define GLFW_SRGB_CAPABLE 0x0002100E +#define GLFW_REFRESH_RATE 0x0002100F +#define GLFW_DOUBLEBUFFER 0x00021010 + +#define GLFW_CLIENT_API 0x00022001 +#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002 +#define GLFW_CONTEXT_VERSION_MINOR 0x00022003 +#define GLFW_CONTEXT_REVISION 0x00022004 +#define GLFW_CONTEXT_ROBUSTNESS 0x00022005 +#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006 +#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007 +#define GLFW_OPENGL_PROFILE 0x00022008 +#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009 +#define GLFW_CONTEXT_NO_ERROR 0x0002200A +#define GLFW_CONTEXT_CREATION_API 0x0002200B + +#define GLFW_NO_API 0 +#define GLFW_OPENGL_API 0x00030001 +#define GLFW_OPENGL_ES_API 0x00030002 + +#define GLFW_NO_ROBUSTNESS 0 +#define GLFW_NO_RESET_NOTIFICATION 0x00031001 +#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002 + +#define GLFW_OPENGL_ANY_PROFILE 0 +#define GLFW_OPENGL_CORE_PROFILE 0x00032001 +#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002 + +#define GLFW_CURSOR 0x00033001 +#define GLFW_STICKY_KEYS 0x00033002 +#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003 + +#define GLFW_CURSOR_NORMAL 0x00034001 +#define GLFW_CURSOR_HIDDEN 0x00034002 +#define GLFW_CURSOR_DISABLED 0x00034003 + +#define GLFW_ANY_RELEASE_BEHAVIOR 0 +#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001 +#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002 + +#define GLFW_NATIVE_CONTEXT_API 0x00036001 +#define GLFW_EGL_CONTEXT_API 0x00036002 + +/*! @defgroup shapes Standard cursor shapes + * + * See [standard cursor creation](@ref cursor_standard) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief The regular arrow cursor shape. + * + * The regular arrow cursor. + */ +#define GLFW_ARROW_CURSOR 0x00036001 +/*! @brief The text input I-beam cursor shape. + * + * The text input I-beam cursor shape. + */ +#define GLFW_IBEAM_CURSOR 0x00036002 +/*! @brief The crosshair shape. + * + * The crosshair shape. + */ +#define GLFW_CROSSHAIR_CURSOR 0x00036003 +/*! @brief The hand shape. + * + * The hand shape. + */ +#define GLFW_HAND_CURSOR 0x00036004 +/*! @brief The horizontal resize arrow shape. + * + * The horizontal resize arrow shape. + */ +#define GLFW_HRESIZE_CURSOR 0x00036005 +/*! @brief The vertical resize arrow shape. + * + * The vertical resize arrow shape. + */ +#define GLFW_VRESIZE_CURSOR 0x00036006 +/*! @} */ + +#define GLFW_CONNECTED 0x00040001 +#define GLFW_DISCONNECTED 0x00040002 + +#define GLFW_DONT_CARE -1 + + +/************************************************************************* + * GLFW API types + *************************************************************************/ + +/*! @brief Client API function pointer type. + * + * Generic function pointer used for returning client API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 3.0. + + * @ingroup context + */ +typedef void (*GLFWglproc)(void); + +/*! @brief Vulkan API function pointer type. + * + * Generic function pointer used for returning Vulkan API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref vulkan_proc + * @sa glfwGetInstanceProcAddress + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +typedef void (*GLFWvkproc)(void); + +/*! @brief Opaque monitor object. + * + * Opaque monitor object. + * + * @see @ref monitor_object + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWmonitor GLFWmonitor; + +/*! @brief Opaque window object. + * + * Opaque window object. + * + * @see @ref window_object + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef struct GLFWwindow GLFWwindow; + +/*! @brief Opaque cursor object. + * + * Opaque cursor object. + * + * @see @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup cursor + */ +typedef struct GLFWcursor GLFWcursor; + +/*! @brief The function signature for error callbacks. + * + * This is the function signature for error callback functions. + * + * @param[in] error An [error code](@ref errors). + * @param[in] description A UTF-8 encoded string describing the error. + * + * @sa @ref error_handling + * @sa glfwSetErrorCallback + * + * @since Added in version 3.0. + * + * @ingroup init + */ +typedef void (* GLFWerrorfun)(int,const char*); + +/*! @brief The function signature for window position callbacks. + * + * This is the function signature for window position callback functions. + * + * @param[in] window The window that was moved. + * @param[in] xpos The new x-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * @param[in] ypos The new y-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * + * @sa @ref window_pos + * @sa glfwSetWindowPosCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window resize callbacks. + * + * This is the function signature for window size callback functions. + * + * @param[in] window The window that was resized. + * @param[in] width The new width, in screen coordinates, of the window. + * @param[in] height The new height, in screen coordinates, of the window. + * + * @sa @ref window_size + * @sa glfwSetWindowSizeCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window close callbacks. + * + * This is the function signature for window close callback functions. + * + * @param[in] window The window that the user attempted to close. + * + * @sa @ref window_close + * @sa glfwSetWindowCloseCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowclosefun)(GLFWwindow*); + +/*! @brief The function signature for window content refresh callbacks. + * + * This is the function signature for window refresh callback functions. + * + * @param[in] window The window whose content needs to be refreshed. + * + * @sa @ref window_refresh + * @sa glfwSetWindowRefreshCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); + +/*! @brief The function signature for window focus/defocus callbacks. + * + * This is the function signature for window focus callback functions. + * + * @param[in] window The window that gained or lost input focus. + * @param[in] focused `GLFW_TRUE` if the window was given input focus, or + * `GLFW_FALSE` if it lost it. + * + * @sa @ref window_focus + * @sa glfwSetWindowFocusCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); + +/*! @brief The function signature for window iconify/restore callbacks. + * + * This is the function signature for window iconify/restore callback + * functions. + * + * @param[in] window The window that was iconified or restored. + * @param[in] iconified `GLFW_TRUE` if the window was iconified, or + * `GLFW_FALSE` if it was restored. + * + * @sa @ref window_iconify + * @sa glfwSetWindowIconifyCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); + +/*! @brief The function signature for framebuffer resize callbacks. + * + * This is the function signature for framebuffer resize callback + * functions. + * + * @param[in] window The window whose framebuffer was resized. + * @param[in] width The new width, in pixels, of the framebuffer. + * @param[in] height The new height, in pixels, of the framebuffer. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for mouse button callbacks. + * + * This is the function signature for mouse button callback functions. + * + * @param[in] window The window that received the event. + * @param[in] button The [mouse button](@ref buttons) that was pressed or + * released. + * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_mouse_button + * @sa glfwSetMouseButtonCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); + +/*! @brief The function signature for cursor position callbacks. + * + * This is the function signature for cursor position callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xpos The new cursor x-coordinate, relative to the left edge of + * the client area. + * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the + * client area. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPosCallback + * + * @since Added in version 3.0. Replaces `GLFWmouseposfun`. + * + * @ingroup input + */ +typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for cursor enter/leave callbacks. + * + * This is the function signature for cursor enter/leave callback functions. + * + * @param[in] window The window that received the event. + * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client + * area, or `GLFW_FALSE` if it left it. + * + * @sa @ref cursor_enter + * @sa glfwSetCursorEnterCallback + * + * @since Added in version 3.0. + * + * @ingroup input + */ +typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); + +/*! @brief The function signature for scroll callbacks. + * + * This is the function signature for scroll callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xoffset The scroll offset along the x-axis. + * @param[in] yoffset The scroll offset along the y-axis. + * + * @sa @ref scrolling + * @sa glfwSetScrollCallback + * + * @since Added in version 3.0. Replaces `GLFWmousewheelfun`. + * + * @ingroup input + */ +typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for keyboard key callbacks. + * + * This is the function signature for keyboard key callback functions. + * + * @param[in] window The window that received the event. + * @param[in] key The [keyboard key](@ref keys) that was pressed or released. + * @param[in] scancode The system-specific scancode of the key. + * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_key + * @sa glfwSetKeyCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle, scancode and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); + +/*! @brief The function signature for Unicode character callbacks. + * + * This is the function signature for Unicode character callback functions. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * + * @sa @ref input_char + * @sa glfwSetCharCallback + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); + +/*! @brief The function signature for Unicode character with modifiers + * callbacks. + * + * This is the function signature for Unicode character with modifiers callback + * functions. It is called for each input character, regardless of what + * modifier keys are held down. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_char + * @sa glfwSetCharModsCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); + +/*! @brief The function signature for file drop callbacks. + * + * This is the function signature for file drop callbacks. + * + * @param[in] window The window that received the event. + * @param[in] count The number of dropped files. + * @param[in] paths The UTF-8 encoded file and/or directory path names. + * + * @sa @ref path_drop + * @sa glfwSetDropCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); + +/*! @brief The function signature for monitor configuration callbacks. + * + * This is the function signature for monitor configuration callback functions. + * + * @param[in] monitor The monitor that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref monitor_event + * @sa glfwSetMonitorCallback + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); + +/*! @brief The function signature for joystick configuration callbacks. + * + * This is the function signature for joystick configuration callback + * functions. + * + * @param[in] joy The joystick that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref joystick_event + * @sa glfwSetJoystickCallback + * + * @since Added in version 3.2. + * + * @ingroup input + */ +typedef void (* GLFWjoystickfun)(int,int); + +/*! @brief Video mode type. + * + * This describes a single video mode. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode glfwGetVideoModes + * + * @since Added in version 1.0. + * @glfw3 Added refresh rate member. + * + * @ingroup monitor + */ +typedef struct GLFWvidmode +{ + /*! The width, in screen coordinates, of the video mode. + */ + int width; + /*! The height, in screen coordinates, of the video mode. + */ + int height; + /*! The bit depth of the red channel of the video mode. + */ + int redBits; + /*! The bit depth of the green channel of the video mode. + */ + int greenBits; + /*! The bit depth of the blue channel of the video mode. + */ + int blueBits; + /*! The refresh rate, in Hz, of the video mode. + */ + int refreshRate; +} GLFWvidmode; + +/*! @brief Gamma ramp. + * + * This describes the gamma ramp for a monitor. + * + * @sa @ref monitor_gamma + * @sa glfwGetGammaRamp glfwSetGammaRamp + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWgammaramp +{ + /*! An array of value describing the response of the red channel. + */ + unsigned short* red; + /*! An array of value describing the response of the green channel. + */ + unsigned short* green; + /*! An array of value describing the response of the blue channel. + */ + unsigned short* blue; + /*! The number of elements in each array. + */ + unsigned int size; +} GLFWgammaramp; + +/*! @brief Image data. + * + * @sa @ref cursor_custom + * + * @since Added in version 2.1. + * @glfw3 Removed format and bytes-per-pixel members. + */ +typedef struct GLFWimage +{ + /*! The width, in pixels, of this image. + */ + int width; + /*! The height, in pixels, of this image. + */ + int height; + /*! The pixel data of this image, arranged left-to-right, top-to-bottom. + */ + unsigned char* pixels; +} GLFWimage; + + +/************************************************************************* + * GLFW API functions + *************************************************************************/ + +/*! @brief Initializes the GLFW library. + * + * This function initializes the GLFW library. Before most GLFW functions can + * be used, GLFW must be initialized, and before an application terminates GLFW + * should be terminated in order to free any resources allocated during or + * after initialization. + * + * If this function fails, it calls @ref glfwTerminate before returning. If it + * succeeds, you should call @ref glfwTerminate before the application exits. + * + * Additional calls to this function after successful initialization but before + * termination will return `GLFW_TRUE` immediately. + * + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark @osx This function will change the current directory of the + * application to the `Contents/Resources` subdirectory of the application's + * bundle, if present. This can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwTerminate + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI int glfwInit(void); + +/*! @brief Terminates the GLFW library. + * + * This function destroys all remaining windows and cursors, restores any + * modified gamma ramps and frees any other allocated resources. Once this + * function is called, you must again call @ref glfwInit successfully before + * you will be able to use most GLFW functions. + * + * If GLFW has been successfully initialized, this function should be called + * before the application exits. If initialization fails, there is no need to + * call this function, as it is called by @ref glfwInit before it returns + * failure. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark This function may be called before @ref glfwInit. + * + * @warning The contexts of any remaining windows must not be current on any + * other thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwInit + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwTerminate(void); + +/*! @brief Retrieves the version of the GLFW library. + * + * This function retrieves the major, minor and revision numbers of the GLFW + * library. It is intended for when you are using GLFW as a shared library and + * want to ensure that you are using the minimum required version. + * + * Any or all of the version arguments may be `NULL`. + * + * @param[out] major Where to store the major version number, or `NULL`. + * @param[out] minor Where to store the minor version number, or `NULL`. + * @param[out] rev Where to store the revision number, or `NULL`. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersionString + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); + +/*! @brief Returns a string describing the compile-time configuration. + * + * This function returns the compile-time generated + * [version string](@ref intro_version_string) of the GLFW library binary. It + * describes the version, platform, compiler and any platform-specific + * compile-time options. It should not be confused with the OpenGL or OpenGL + * ES version string, queried with `glGetString`. + * + * __Do not use the version string__ to parse the GLFW library version. The + * @ref glfwGetVersion function provides the version of the running library + * binary in numerical format. + * + * @return The ASCII encoded GLFW version string. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @pointer_lifetime The returned string is static and compile-time generated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersion + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI const char* glfwGetVersionString(void); + +/*! @brief Sets the error callback. + * + * This function sets the error callback, which is called with an error code + * and a human-readable description each time a GLFW error occurs. + * + * The error callback is called on the thread where the error occurred. If you + * are using GLFW from multiple threads, your error callback needs to be + * written accordingly. + * + * Because the description string may have been generated specifically for that + * error, it is not guaranteed to be valid after the callback has returned. If + * you wish to use it after the callback returns, you need to make a copy. + * + * Once set, the error callback remains set even after the library has been + * terminated. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref error_handling + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun); + +/*! @brief Returns the currently connected monitors. + * + * This function returns an array of handles for all currently connected + * monitors. The primary monitor is always first in the returned array. If no + * monitors were found, this function returns `NULL`. + * + * @param[out] count Where to store the number of monitors in the returned + * array. This is set to zero if an error occurred. + * @return An array of monitor handles, or `NULL` if no monitors were found or + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * monitor configuration changes or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_monitors + * @sa @ref monitor_event + * @sa glfwGetPrimaryMonitor + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); + +/*! @brief Returns the primary monitor. + * + * This function returns the primary monitor. This is usually the monitor + * where elements like the task bar or global menu bar are located. + * + * @return The primary monitor, or `NULL` if no monitors were found or if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @remark The primary monitor is always first in the array returned by @ref + * glfwGetMonitors. + * + * @sa @ref monitor_monitors + * @sa glfwGetMonitors + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); + +/*! @brief Returns the position of the monitor's viewport on the virtual screen. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the specified monitor. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); + +/*! @brief Returns the physical size of the monitor. + * + * This function returns the size, in millimetres, of the display area of the + * specified monitor. + * + * Some systems do not provide accurate monitor size information, either + * because the monitor + * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data) + * data is incorrect or because the driver does not report it accurately. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] widthMM Where to store the width, in millimetres, of the + * monitor's display area, or `NULL`. + * @param[out] heightMM Where to store the height, in millimetres, of the + * monitor's display area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @win32 calculates the returned physical size from the + * current resolution and system DPI instead of querying the monitor EDID data. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); + +/*! @brief Returns the name of the specified monitor. + * + * This function returns a human-readable name, encoded as UTF-8, of the + * specified monitor. The name typically reflects the make and model of the + * monitor and is not guaranteed to be unique among the connected monitors. + * + * @param[in] monitor The monitor to query. + * @return The UTF-8 encoded name of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); + +/*! @brief Sets the monitor configuration callback. + * + * This function sets the monitor configuration callback, or removes the + * currently set callback. This is called when a monitor is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_event + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun); + +/*! @brief Returns the available video modes for the specified monitor. + * + * This function returns an array of all video modes supported by the specified + * monitor. The returned array is sorted in ascending order, first by color + * bit depth (the sum of all channel depths) and then by resolution area (the + * product of width and height). + * + * @param[in] monitor The monitor to query. + * @param[out] count Where to store the number of video modes in the returned + * array. This is set to zero if an error occurred. + * @return An array of video modes, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected, this function is called again for that monitor or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode + * + * @since Added in version 1.0. + * @glfw3 Changed to return an array of modes for a specific monitor. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); + +/*! @brief Returns the current mode of the specified monitor. + * + * This function returns the current video mode of the specified monitor. If + * you have created a full screen window for that monitor, the return value + * will depend on whether that window is iconified. + * + * @param[in] monitor The monitor to query. + * @return The current mode of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoModes + * + * @since Added in version 3.0. Replaces `glfwGetDesktopMode`. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); + +/*! @brief Generates a gamma ramp and sets it for the specified monitor. + * + * This function generates a 256-element gamma ramp from the specified exponent + * and then calls @ref glfwSetGammaRamp with it. The value must be a finite + * number greater than zero. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] gamma The desired exponent. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); + +/*! @brief Returns the current gamma ramp for the specified monitor. + * + * This function returns the current gamma ramp of the specified monitor. + * + * @param[in] monitor The monitor to query. + * @return The current gamma ramp, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned structure and its arrays are allocated and + * freed by GLFW. You should not free them yourself. They are valid until the + * specified monitor is disconnected, this function is called again for that + * monitor or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); + +/*! @brief Sets the current gamma ramp for the specified monitor. + * + * This function sets the current gamma ramp for the specified monitor. The + * original gamma ramp for that monitor is saved by GLFW the first time this + * function is called and is restored by @ref glfwTerminate. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] ramp The gamma ramp to use. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark Gamma ramp sizes other than 256 are not supported by all platforms + * or graphics hardware. + * + * @remark @win32 The gamma ramp size must be 256. + * + * @pointer_lifetime The specified gamma ramp is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +/*! @brief Resets all window hints to their default values. + * + * This function resets all window hints to their + * [default values](@ref window_hints_values). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwWindowHint + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwDefaultWindowHints(void); + +/*! @brief Sets the specified window hint to the desired value. + * + * This function sets hints for the next call to @ref glfwCreateWindow. The + * hints, once set, retain their values until changed by a call to @ref + * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is + * terminated. + * + * This function does not check whether the specified hint values are valid. + * If you set hints to invalid values this will instead be reported by the next + * call to @ref glfwCreateWindow. + * + * @param[in] hint The [window hint](@ref window_hints) to set. + * @param[in] value The new value of the window hint. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwDefaultWindowHints + * + * @since Added in version 3.0. Replaces `glfwOpenWindowHint`. + * + * @ingroup window + */ +GLFWAPI void glfwWindowHint(int hint, int value); + +/*! @brief Creates a window and its associated context. + * + * This function creates a window and its associated OpenGL or OpenGL ES + * context. Most of the options controlling how the window and its context + * should be created are specified with [window hints](@ref window_hints). + * + * Successful creation does not change which context is current. Before you + * can use the newly created context, you need to + * [make it current](@ref context_current). For information about the `share` + * parameter, see @ref context_sharing. + * + * The created window, framebuffer and context may differ from what you + * requested, as not all parameters and hints are + * [hard constraints](@ref window_hints_hard). This includes the size of the + * window, especially for full screen windows. To query the actual attributes + * of the created window, framebuffer and context, see @ref + * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize. + * + * To create a full screen window, you need to specify the monitor the window + * will cover. If no monitor is specified, the window will be windowed mode. + * Unless you have a way for the user to choose a specific monitor, it is + * recommended that you pick the primary monitor. For more information on how + * to query connected monitors, see @ref monitor_monitors. + * + * For full screen windows, the specified size becomes the resolution of the + * window's _desired video mode_. As long as a full screen window is not + * iconified, the supported video mode most closely matching the desired video + * mode is set for the specified monitor. For more information about full + * screen windows, including the creation of so called _windowed full screen_ + * or _borderless full screen_ windows, see @ref window_windowed_full_screen. + * + * By default, newly created windows use the placement recommended by the + * window system. To create the window at a specific position, make it + * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window + * hint, set its [position](@ref window_pos) and then [show](@ref window_hide) + * it. + * + * As long as at least one full screen window is not iconified, the screensaver + * is prohibited from starting. + * + * Window systems put limits on window sizes. Very large or very small window + * dimensions may be overridden by the window system on creation. Check the + * actual [size](@ref window_size) after creation. + * + * The [swap interval](@ref buffer_swap) is not set during window creation and + * the initial value may vary depending on driver settings and defaults. + * + * @param[in] width The desired width, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] height The desired height, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] title The initial, UTF-8 encoded window title. + * @param[in] monitor The monitor to use for full screen mode, or `NULL` for + * windowed mode. + * @param[in] share The window whose context to share resources with, or `NULL` + * to not share resources. + * @return The handle of the created window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref + * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @win32 Window creation will fail if the Microsoft GDI software + * OpenGL implementation is the only one available. + * + * @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it + * will be set as the initial icon for the window. If no such icon is present, + * the `IDI_WINLOGO` icon will be used instead. To set a different icon, see + * @ref glfwSetWindowIcon. + * + * @remark @win32 The context to share resources with must not be current on + * any other thread. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @remark @osx The first time a window is created the menu bar is populated + * with common commands like Hide, Quit and About. The About entry opens + * a minimal about dialog with information from the application's bundle. The + * menu bar can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @remark @osx On OS X 10.10 and later the window frame will not be rendered + * at full resolution on Retina displays unless the `NSHighResolutionCapable` + * key is enabled in the application bundle's `Info.plist`. For more + * information, see + * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) + * in the Mac Developer Library. The GLFW test and example programs use + * a custom `Info.plist` template for this, which can be found as + * `CMake/MacOSXBundleInfo.plist.in` in the source tree. + * + * @remark @x11 Some window managers will not respect the placement of + * initially hidden windows. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * a window to reach its requested state. This means you may not be able to + * query the final size, position or other attributes directly after window + * creation. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwDestroyWindow + * + * @since Added in version 3.0. Replaces `glfwOpenWindow`. + * + * @ingroup window + */ +GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); + +/*! @brief Destroys the specified window and its context. + * + * This function destroys the specified window and its context. On calling + * this function, no further callbacks will be called for that window. + * + * If the context of the specified window is current on the main thread, it is + * detached before being destroyed. + * + * @param[in] window The window to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @note The context of the specified window must not be current on any other + * thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwCreateWindow + * + * @since Added in version 3.0. Replaces `glfwCloseWindow`. + * + * @ingroup window + */ +GLFWAPI void glfwDestroyWindow(GLFWwindow* window); + +/*! @brief Checks the close flag of the specified window. + * + * This function returns the value of the close flag of the specified window. + * + * @param[in] window The window to query. + * @return The value of the close flag. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); + +/*! @brief Sets the close flag of the specified window. + * + * This function sets the value of the close flag of the specified window. + * This can be used to override the user's attempt to close the window, or + * to signal that it should be closed. + * + * @param[in] window The window whose flag to change. + * @param[in] value The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); + +/*! @brief Sets the title of the specified window. + * + * This function sets the window title, encoded as UTF-8, of the specified + * window. + * + * @param[in] window The window whose title to change. + * @param[in] title The UTF-8 encoded window title. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @osx The window title will not be updated until the next time you + * process events. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_title + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); + +/*! @brief Sets the icon for the specified window. + * + * This function sets the icon of the specified window. If passed an array of + * candidate images, those of or closest to the sizes desired by the system are + * selected. If no images are specified, the window reverts to its default + * icon. + * + * The desired image sizes varies depending on platform and system settings. + * The selected images will be rescaled as needed. Good sizes include 16x16, + * 32x32 and 48x48. + * + * @param[in] window The window whose icon to set. + * @param[in] count The number of images in the specified array, or zero to + * revert to the default window icon. + * @param[in] images The images to create the icon from. This is ignored if + * count is zero. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, so this function does nothing. The dock icon will be the same as + * the application bundle's icon. For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_icon + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); + +/*! @brief Retrieves the position of the client area of the specified window. + * + * This function retrieves the position, in screen coordinates, of the + * upper-left corner of the client area of the specified window. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The window to query. + * @param[out] xpos Where to store the x-coordinate of the upper-left corner of + * the client area, or `NULL`. + * @param[out] ypos Where to store the y-coordinate of the upper-left corner of + * the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwSetWindowPos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); + +/*! @brief Sets the position of the client area of the specified window. + * + * This function sets the position, in screen coordinates, of the upper-left + * corner of the client area of the specified windowed mode window. If the + * window is a full screen window, this function does nothing. + * + * __Do not use this function__ to move an already visible window unless you + * have very good reasons for doing so, as it will confuse and annoy the user. + * + * The window manager may put limits on what positions are allowed. GLFW + * cannot and should not override these limits. + * + * @param[in] window The window to query. + * @param[in] xpos The x-coordinate of the upper-left corner of the client area. + * @param[in] ypos The y-coordinate of the upper-left corner of the client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwGetWindowPos + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); + +/*! @brief Retrieves the size of the client area of the specified window. + * + * This function retrieves the size, in screen coordinates, of the client area + * of the specified window. If you wish to retrieve the size of the + * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose size to retrieve. + * @param[out] width Where to store the width, in screen coordinates, of the + * client area, or `NULL`. + * @param[out] height Where to store the height, in screen coordinates, of the + * client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwSetWindowSize + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Sets the size limits of the specified window. + * + * This function sets the size limits of the client area of the specified + * window. If the window is full screen, the size limits only take effect + * once it is made windowed. If the window is not resizable, this function + * does nothing. + * + * The size limits are applied immediately to a windowed mode window and may + * cause it to be resized. + * + * The maximum dimensions must be greater than or equal to the minimum + * dimensions and all must be greater than or equal to zero. + * + * @param[in] window The window to set limits for. + * @param[in] minwidth The minimum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] minheight The minimum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * @param[in] maxwidth The maximum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] maxheight The maximum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowAspectRatio + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); + +/*! @brief Sets the aspect ratio of the specified window. + * + * This function sets the required aspect ratio of the client area of the + * specified window. If the window is full screen, the aspect ratio only takes + * effect once it is made windowed. If the window is not resizable, this + * function does nothing. + * + * The aspect ratio is specified as a numerator and a denominator and both + * values must be greater than zero. For example, the common 16:9 aspect ratio + * is specified as 16 and 9, respectively. + * + * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect + * ratio limit is disabled. + * + * The aspect ratio is applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] numer The numerator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * @param[in] denom The denominator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowSizeLimits + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); + +/*! @brief Sets the size of the client area of the specified window. + * + * This function sets the size, in screen coordinates, of the client area of + * the specified window. + * + * For full screen windows, this function updates the resolution of its desired + * video mode and switches to the video mode closest to it, without affecting + * the window's context. As the context is unaffected, the bit depths of the + * framebuffer remain unchanged. + * + * If you wish to update the refresh rate of the desired video mode in addition + * to its resolution, see @ref glfwSetWindowMonitor. + * + * The window manager may put limits on what sizes are allowed. GLFW cannot + * and should not override these limits. + * + * @param[in] window The window to resize. + * @param[in] width The desired width, in screen coordinates, of the window + * client area. + * @param[in] height The desired height, in screen coordinates, of the window + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwGetWindowSize + * @sa glfwSetWindowMonitor + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); + +/*! @brief Retrieves the size of the framebuffer of the specified window. + * + * This function retrieves the size, in pixels, of the framebuffer of the + * specified window. If you wish to retrieve the size of the window in screen + * coordinates, see @ref glfwGetWindowSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose framebuffer to query. + * @param[out] width Where to store the width, in pixels, of the framebuffer, + * or `NULL`. + * @param[out] height Where to store the height, in pixels, of the framebuffer, + * or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Retrieves the size of the frame of the window. + * + * This function retrieves the size, in screen coordinates, of each edge of the + * frame of the specified window. This size includes the title bar, if the + * window has one. The size of the frame may vary depending on the + * [window-related hints](@ref window_hints_wnd) used to create it. + * + * Because this function retrieves the size of each window frame edge and not + * the offset along a particular coordinate axis, the retrieved values will + * always be zero or positive. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose frame size to query. + * @param[out] left Where to store the size, in screen coordinates, of the left + * edge of the window frame, or `NULL`. + * @param[out] top Where to store the size, in screen coordinates, of the top + * edge of the window frame, or `NULL`. + * @param[out] right Where to store the size, in screen coordinates, of the + * right edge of the window frame, or `NULL`. + * @param[out] bottom Where to store the size, in screen coordinates, of the + * bottom edge of the window frame, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); + +/*! @brief Iconifies the specified window. + * + * This function iconifies (minimizes) the specified window if it was + * previously restored. If the window is already iconified, this function does + * nothing. + * + * If the specified window is a full screen window, the original monitor + * resolution is restored until the window is restored. + * + * @param[in] window The window to iconify. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwRestoreWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwIconifyWindow(GLFWwindow* window); + +/*! @brief Restores the specified window. + * + * This function restores the specified window if it was previously iconified + * (minimized) or maximized. If the window is already restored, this function + * does nothing. + * + * If the specified window is a full screen window, the resolution chosen for + * the window is restored on the selected monitor. + * + * @param[in] window The window to restore. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwRestoreWindow(GLFWwindow* window); + +/*! @brief Maximizes the specified window. + * + * This function maximizes the specified window if it was previously not + * maximized. If the window is already maximized, this function does nothing. + * + * If the specified window is a full screen window, this function does nothing. + * + * @param[in] window The window to maximize. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @par Thread Safety + * This function may only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwRestoreWindow + * + * @since Added in GLFW 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); + +/*! @brief Makes the specified window visible. + * + * This function makes the specified window visible if it was previously + * hidden. If the window is already visible or is in full screen mode, this + * function does nothing. + * + * @param[in] window The window to make visible. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwHideWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwShowWindow(GLFWwindow* window); + +/*! @brief Hides the specified window. + * + * This function hides the specified window if it was previously visible. If + * the window is already hidden or is in full screen mode, this function does + * nothing. + * + * @param[in] window The window to hide. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwShowWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwHideWindow(GLFWwindow* window); + +/*! @brief Brings the specified window to front and sets input focus. + * + * This function brings the specified window to front and sets input focus. + * The window should already be visible and not iconified. + * + * By default, both windowed and full screen mode windows are focused when + * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable + * this behavior. + * + * __Do not use this function__ to steal focus from other applications unless + * you are certain that is what the user wants. Focus stealing can be + * extremely disruptive. + * + * @param[in] window The window to give input focus. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwFocusWindow(GLFWwindow* window); + +/*! @brief Returns the monitor that the window uses for full screen mode. + * + * This function returns the handle of the monitor that the specified window is + * in full screen on. + * + * @param[in] window The window to query. + * @return The monitor, or `NULL` if the window is in windowed mode or an error + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa glfwSetWindowMonitor + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); + +/*! @brief Sets the mode, monitor, video mode and placement of a window. + * + * This function sets the monitor that the window uses for full screen mode or, + * if the monitor is `NULL`, makes it windowed mode. + * + * When setting a monitor, this function updates the width, height and refresh + * rate of the desired video mode and switches to the video mode closest to it. + * The window position is ignored when setting a monitor. + * + * When the monitor is `NULL`, the position, width and height are used to + * place the window client area. The refresh rate is ignored when no monitor + * is specified. + * + * If you only wish to update the resolution of a full screen window or the + * size of a windowed mode window, see @ref glfwSetWindowSize. + * + * When a window transitions from full screen to windowed mode, this function + * restores any previous window settings such as whether it is decorated, + * floating, resizable, has size or aspect ratio limits, etc.. + * + * @param[in] window The window whose monitor, size or video mode to set. + * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. + * @param[in] xpos The desired x-coordinate of the upper-left corner of the + * client area. + * @param[in] ypos The desired y-coordinate of the upper-left corner of the + * client area. + * @param[in] width The desired with, in screen coordinates, of the client area + * or video mode. + * @param[in] height The desired height, in screen coordinates, of the client + * area or video mode. + * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode, + * or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa @ref window_full_screen + * @sa glfwGetWindowMonitor + * @sa glfwSetWindowSize + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); + +/*! @brief Returns an attribute of the specified window. + * + * This function returns the value of an attribute of the specified window or + * its OpenGL or OpenGL ES context. + * + * @param[in] window The window to query. + * @param[in] attrib The [window attribute](@ref window_attribs) whose value to + * return. + * @return The value of the attribute, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @remark Framebuffer related hints are not window attributes. See @ref + * window_attribs_fb for more information. + * + * @remark Zero is a valid value for many window and context related + * attributes so you cannot use a return value of zero as an indication of + * errors. However, this function should not fail as long as it is passed + * valid arguments and the library has been [initialized](@ref intro_init). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attribs + * + * @since Added in version 3.0. Replaces `glfwGetWindowParam` and + * `glfwGetGLVersion`. + * + * @ingroup window + */ +GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); + +/*! @brief Sets the user pointer of the specified window. + * + * This function sets the user-defined pointer of the specified window. The + * current value is retained until the window is destroyed. The initial value + * is `NULL`. + * + * @param[in] window The window whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwGetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); + +/*! @brief Returns the user pointer of the specified window. + * + * This function returns the current value of the user-defined pointer of the + * specified window. The initial value is `NULL`. + * + * @param[in] window The window whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwSetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); + +/*! @brief Sets the position callback for the specified window. + * + * This function sets the position callback of the specified window, which is + * called when the window is moved. The callback is provided with the screen + * position of the upper-left corner of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun); + +/*! @brief Sets the size callback for the specified window. + * + * This function sets the size callback of the specified window, which is + * called when the window is resized. The callback is provided with the size, + * in screen coordinates, of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun); + +/*! @brief Sets the close callback for the specified window. + * + * This function sets the close callback of the specified window, which is + * called when the user attempts to close the window, for example by clicking + * the close widget in the title bar. + * + * The close flag is set before this callback is called, but you can modify it + * at any time with @ref glfwSetWindowShouldClose. + * + * The close callback is not triggered by @ref glfwDestroyWindow. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @osx Selecting Quit from the application menu will trigger the close + * callback for all windows. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_close + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun); + +/*! @brief Sets the refresh callback for the specified window. + * + * This function sets the refresh callback of the specified window, which is + * called when the client area of the window needs to be redrawn, for example + * if the window has been exposed after having been covered by another window. + * + * On compositing window systems such as Aero, Compiz or Aqua, where the window + * contents are saved off-screen, this callback may be called only very + * infrequently or never at all. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_refresh + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun); + +/*! @brief Sets the focus callback for the specified window. + * + * This function sets the focus callback of the specified window, which is + * called when the window gains or loses input focus. + * + * After the focus callback is called for a window that lost input focus, + * synthetic key and mouse button release events will be generated for all such + * that had been pressed. For more information, see @ref glfwSetKeyCallback + * and @ref glfwSetMouseButtonCallback. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun); + +/*! @brief Sets the iconify callback for the specified window. + * + * This function sets the iconification callback of the specified window, which + * is called when the window is iconified or restored. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun); + +/*! @brief Sets the framebuffer resize callback for the specified window. + * + * This function sets the framebuffer resize callback of the specified window, + * which is called when the framebuffer of the specified window is resized. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun); + +/*! @brief Processes all pending events. + * + * This function processes only those events that are already in the event + * queue and then returns immediately. Processing events will cause the window + * and input callbacks associated with those events to be called. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain events are sent directly to the application + * without going through the event queue, causing callbacks to be called + * outside of a call to one of the event processing functions. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 1.0. + * + * @ingroup window + */ +GLFWAPI void glfwPollEvents(void); + +/*! @brief Waits until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue. Once one or more events are available, + * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue + * are processed and the function then returns immediately. Processing events + * will cause the window and input callbacks associated with those events to be + * called. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 2.5. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEvents(void); + +/*! @brief Waits with timeout until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue, or until the specified timeout is reached. If + * one or more events are available, it behaves exactly like @ref + * glfwPollEvents, i.e. the events in the queue are processed and the function + * then returns immediately. Processing events will cause the window and input + * callbacks associated with those events to be called. + * + * The timeout value must be a positive finite number. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @param[in] timeout The maximum amount of time, in seconds, to wait. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEvents + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEventsTimeout(double timeout); + +/*! @brief Posts an empty event to the event queue. + * + * This function posts an empty event from the current thread to the event + * queue, causing @ref glfwWaitEvents to return. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwPostEmptyEvent(void); + +/*! @brief Returns the value of an input option for the specified window. + * + * This function returns the value of an input option for the specified window. + * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @param[in] window The window to query. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwSetInputMode + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); + +/*! @brief Sets an input option for the specified window. + * + * This function sets an input mode option for the specified window. The mode + * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor + * modes: + * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. + * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client + * area of the window but does not restrict the cursor from leaving. + * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual + * and unlimited cursor movement. This is useful for implementing for + * example 3D camera controls. + * + * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to + * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are + * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` + * the next time it is called even if the key had been released before the + * call. This is useful when you are only interested in whether keys have been + * pressed but not when or in which order. + * + * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either + * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. + * If sticky mouse buttons are enabled, a mouse button press will ensure that + * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even + * if the mouse button had been released before the call. This is useful when + * you are only interested in whether mouse buttons have been pressed but not + * when or in which order. + * + * @param[in] window The window whose input mode to set. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * @param[in] value The new value of the specified input mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwGetInputMode + * + * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`. + * + * @ingroup input + */ +GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); + +/*! @brief Returns the localized name of the specified printable key. + * + * This function returns the localized name of the specified printable key. + * This is intended for displaying key bindings to the user. + * + * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise + * the scancode is ignored. If a non-printable key or (if the key is + * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is + * specified, this function returns `NULL`. + * + * This behavior allows you to pass in the arguments passed to the + * [key callback](@ref input_key) without modification. + * + * The printable keys are: + * - `GLFW_KEY_APOSTROPHE` + * - `GLFW_KEY_COMMA` + * - `GLFW_KEY_MINUS` + * - `GLFW_KEY_PERIOD` + * - `GLFW_KEY_SLASH` + * - `GLFW_KEY_SEMICOLON` + * - `GLFW_KEY_EQUAL` + * - `GLFW_KEY_LEFT_BRACKET` + * - `GLFW_KEY_RIGHT_BRACKET` + * - `GLFW_KEY_BACKSLASH` + * - `GLFW_KEY_WORLD_1` + * - `GLFW_KEY_WORLD_2` + * - `GLFW_KEY_0` to `GLFW_KEY_9` + * - `GLFW_KEY_A` to `GLFW_KEY_Z` + * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` + * - `GLFW_KEY_KP_DECIMAL` + * - `GLFW_KEY_KP_DIVIDE` + * - `GLFW_KEY_KP_MULTIPLY` + * - `GLFW_KEY_KP_SUBTRACT` + * - `GLFW_KEY_KP_ADD` + * - `GLFW_KEY_KP_EQUAL` + * + * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. + * @param[in] scancode The scancode of the key to query. + * @return The localized name of the key, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetKeyName, or until the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key_name + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetKeyName(int key, int scancode); + +/*! @brief Returns the last reported state of a keyboard key for the specified + * window. + * + * This function returns the last state reported for the specified key to the + * specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to + * the key callback. + * + * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns + * `GLFW_PRESS` the first time you call it for a key that was pressed, even if + * that key has already been released. + * + * The key functions deal with physical keys, with [key tokens](@ref keys) + * named after their use on the standard US keyboard layout. If you want to + * input text, use the Unicode character callback instead. + * + * The [modifier key bit masks](@ref mods) are not key tokens and cannot be + * used with this function. + * + * __Do not use this function__ to implement [text input](@ref input_char). + * + * @param[in] window The desired window. + * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is + * not a valid key for this function. + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetKey(GLFWwindow* window, int key); + +/*! @brief Returns the last reported state of a mouse button for the specified + * window. + * + * This function returns the last state reported for the specified mouse button + * to the specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. + * + * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function + * `GLFW_PRESS` the first time you call it for a mouse button that was pressed, + * even if that mouse button has already been released. + * + * @param[in] window The desired window. + * @param[in] button The desired [mouse button](@ref buttons). + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); + +/*! @brief Retrieves the position of the cursor relative to the client area of + * the window. + * + * This function returns the position of the cursor, in screen coordinates, + * relative to the upper-left corner of the client area of the specified + * window. + * + * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor + * position is unbounded and limited only by the minimum and maximum values of + * a `double`. + * + * The coordinate can be converted to their integer equivalents with the + * `floor` function. Casting directly to an integer type works for positive + * coordinates, but fails for negative ones. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The desired window. + * @param[out] xpos Where to store the cursor x-coordinate, relative to the + * left edge of the client area, or `NULL`. + * @param[out] ypos Where to store the cursor y-coordinate, relative to the to + * top edge of the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPos + * + * @since Added in version 3.0. Replaces `glfwGetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); + +/*! @brief Sets the position of the cursor, relative to the client area of the + * window. + * + * This function sets the position, in screen coordinates, of the cursor + * relative to the upper-left corner of the client area of the specified + * window. The window must have input focus. If the window does not have + * input focus when this function is called, it fails silently. + * + * __Do not use this function__ to implement things like camera controls. GLFW + * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the + * cursor, transparently re-centers it and provides unconstrained cursor + * motion. See @ref glfwSetInputMode for more information. + * + * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is + * unconstrained and limited only by the minimum and maximum values of + * a `double`. + * + * @param[in] window The desired window. + * @param[in] xpos The desired x-coordinate, relative to the left edge of the + * client area. + * @param[in] ypos The desired y-coordinate, relative to the top edge of the + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwGetCursorPos + * + * @since Added in version 3.0. Replaces `glfwSetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); + +/*! @brief Creates a custom cursor. + * + * Creates a new custom cursor image that can be set for a window with @ref + * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor. + * Any remaining cursors are destroyed by @ref glfwTerminate. + * + * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight + * bits per channel. They are arranged canonically as packed sequential rows, + * starting from the top-left corner. + * + * The cursor hotspot is specified in pixels, relative to the upper-left corner + * of the cursor image. Like all other coordinate systems in GLFW, the X-axis + * points to the right and the Y-axis points down. + * + * @param[in] image The desired cursor image. + * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot. + * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot. + * @return The handle of the created cursor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwDestroyCursor + * @sa glfwCreateStandardCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); + +/*! @brief Creates a cursor with a standard shape. + * + * Returns a cursor with a [standard shape](@ref shapes), that can be set for + * a window with @ref glfwSetCursor. + * + * @param[in] shape One of the [standard shapes](@ref shapes). + * @return A new cursor ready to use or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); + +/*! @brief Destroys a cursor. + * + * This function destroys a cursor previously created with @ref + * glfwCreateCursor. Any remaining cursors will be destroyed by @ref + * glfwTerminate. + * + * @param[in] cursor The cursor object to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); + +/*! @brief Sets the cursor for the window. + * + * This function sets the cursor image to be used when the cursor is over the + * client area of the specified window. The set cursor will only be visible + * when the [cursor mode](@ref cursor_mode) of the window is + * `GLFW_CURSOR_NORMAL`. + * + * On some platforms, the set cursor may not be visible unless the window also + * has input focus. + * + * @param[in] window The window to set the cursor for. + * @param[in] cursor The cursor to set, or `NULL` to switch back to the default + * arrow cursor. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); + +/*! @brief Sets the key callback. + * + * This function sets the key callback of the specified window, which is called + * when a key is pressed, repeated or released. + * + * The key functions deal with physical keys, with layout independent + * [key tokens](@ref keys) named after their values in the standard US keyboard + * layout. If you want to input text, use the + * [character callback](@ref glfwSetCharCallback) instead. + * + * When a window loses input focus, it will generate synthetic key release + * events for all pressed keys. You can tell these events from user-generated + * events by the fact that the synthetic ones are generated after the focus + * loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * The scancode of a key is specific to that platform or sometimes even to that + * machine. Scancodes are intended to allow users to bind keys that don't have + * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their + * state is not saved and so it cannot be queried with @ref glfwGetKey. + * + * Sometimes GLFW needs to generate synthetic key events, in which case the + * scancode may be zero. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new key callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); + +/*! @brief Sets the Unicode character callback. + * + * This function sets the character callback of the specified window, which is + * called when a Unicode character is input. + * + * The character callback is intended for Unicode text input. As it deals with + * characters, it is keyboard layout dependent, whereas the + * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1 + * to physical keys, as a key may produce zero, one or more characters. If you + * want to know whether a specific physical key was pressed or released, see + * the key callback instead. + * + * The character callback behaves as system text input normally does and will + * not be called if modifier keys are held down that would prevent normal text + * input on that platform, for example a Super (Command) key on OS X or Alt key + * on Windows. There is a + * [character with modifiers callback](@ref glfwSetCharModsCallback) that + * receives these events. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); + +/*! @brief Sets the Unicode character with modifiers callback. + * + * This function sets the character with modifiers callback of the specified + * window, which is called when a Unicode character is input regardless of what + * modifier keys are used. + * + * The character with modifiers callback is intended for implementing custom + * Unicode character input. For regular Unicode text input, see the + * [character callback](@ref glfwSetCharCallback). Like the character + * callback, the character with modifiers callback deals with characters and is + * keyboard layout dependent. Characters do not map 1:1 to physical keys, as + * a key may produce zero, one or more characters. If you want to know whether + * a specific physical key was pressed or released, see the + * [key callback](@ref glfwSetKeyCallback) instead. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or an + * error occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun); + +/*! @brief Sets the mouse button callback. + * + * This function sets the mouse button callback of the specified window, which + * is called when a mouse button is pressed or released. + * + * When a window loses input focus, it will generate synthetic mouse button + * release events for all pressed mouse buttons. You can tell these events + * from user-generated events by the fact that the synthetic ones are generated + * after the focus loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun); + +/*! @brief Sets the cursor position callback. + * + * This function sets the cursor position callback of the specified window, + * which is called when the cursor is moved. The callback is provided with the + * position, in screen coordinates, relative to the upper-left corner of the + * client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * + * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun); + +/*! @brief Sets the cursor enter/exit callback. + * + * This function sets the cursor boundary crossing callback of the specified + * window, which is called when the cursor enters or leaves the client area of + * the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_enter + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun); + +/*! @brief Sets the scroll callback. + * + * This function sets the scroll callback of the specified window, which is + * called when a scrolling device is used, such as a mouse wheel or scrolling + * area of a touchpad. + * + * The scroll callback receives all scrolling input, like that from a mouse + * wheel or a touchpad scrolling area. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref scrolling + * + * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun); + +/*! @brief Sets the file drop callback. + * + * This function sets the file drop callback of the specified window, which is + * called when one or more dragged files are dropped on the window. + * + * Because the path array and its strings may have been generated specifically + * for that event, they are not guaranteed to be valid after the callback has + * returned. If you wish to use them after the callback returns, you need to + * make a deep copy. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new file drop callback, or `NULL` to remove the + * currently set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref path_drop + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun); + +/*! @brief Returns whether the specified joystick is present. + * + * This function returns whether the specified joystick is present. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick + * + * @since Added in version 3.0. Replaces `glfwGetJoystickParam`. + * + * @ingroup input + */ +GLFWAPI int glfwJoystickPresent(int joy); + +/*! @brief Returns the values of all axes of the specified joystick. + * + * This function returns the values of all axes of the specified joystick. + * Each element in the array is a value between -1.0 and 1.0. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of axis values in the returned + * array. This is set to zero if an error occurred. + * @return An array of axis values, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_axis + * + * @since Added in version 3.0. Replaces `glfwGetJoystickPos`. + * + * @ingroup input + */ +GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count); + +/*! @brief Returns the state of all buttons of the specified joystick. + * + * This function returns the state of all buttons of the specified joystick. + * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of button states in the returned + * array. This is set to zero if an error occurred. + * @return An array of button states, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_button + * + * @since Added in version 2.2. + * @glfw3 Changed to return a dynamic array. + * + * @ingroup input + */ +GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count); + +/*! @brief Returns the name of the specified joystick. + * + * This function returns the name, encoded as UTF-8, of the specified joystick. + * The returned string is allocated and freed by GLFW. You should not free it + * yourself. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick + * is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_name + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetJoystickName(int joy); + +/*! @brief Sets the joystick configuration callback. + * + * This function sets the joystick configuration callback, or removes the + * currently set callback. This is called when a joystick is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_event + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun); + +/*! @brief Sets the clipboard to the specified string. + * + * This function sets the system clipboard to the specified, UTF-8 encoded + * string. + * + * @param[in] window The window that will own the clipboard contents. + * @param[in] string A UTF-8 encoded string. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwGetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); + +/*! @brief Returns the contents of the clipboard as a string. + * + * This function returns the contents of the system clipboard, if it contains + * or is convertible to a UTF-8 encoded string. If the clipboard is empty or + * if its contents cannot be converted, `NULL` is returned and a @ref + * GLFW_FORMAT_UNAVAILABLE error is generated. + * + * @param[in] window The window that will request the clipboard contents. + * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwSetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); + +/*! @brief Returns the value of the GLFW timer. + * + * This function returns the value of the GLFW timer. Unless the timer has + * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW + * was initialized. + * + * The resolution of the timer is system dependent, but is usually on the order + * of a few micro- or nanoseconds. It uses the highest-resolution monotonic + * time source on each supported platform. + * + * @return The current value, in seconds, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Reading and + * writing of the internal timer offset is not atomic, so it needs to be + * externally synchronized with calls to @ref glfwSetTime. + * + * @sa @ref time + * + * @since Added in version 1.0. + * + * @ingroup input + */ +GLFWAPI double glfwGetTime(void); + +/*! @brief Sets the GLFW timer. + * + * This function sets the value of the GLFW timer. It then continues to count + * up from that value. The value must be a positive finite number less than + * or equal to 18446744073.0, which is approximately 584.5 years. + * + * @param[in] time The new value, in seconds. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_VALUE. + * + * @remark The upper limit of the timer is calculated as + * floor((264 - 1) / 109) and is due to implementations + * storing nanoseconds in 64 bits. The limit may be increased in the future. + * + * @thread_safety This function may be called from any thread. Reading and + * writing of the internal timer offset is not atomic, so it needs to be + * externally synchronized with calls to @ref glfwGetTime. + * + * @sa @ref time + * + * @since Added in version 2.2. + * + * @ingroup input + */ +GLFWAPI void glfwSetTime(double time); + +/*! @brief Returns the current value of the raw timer. + * + * This function returns the current value of the raw timer, measured in + * 1 / frequency seconds. To get the frequency, call @ref + * glfwGetTimerFrequency. + * + * @return The value of the timer, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerFrequency + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerValue(void); + +/*! @brief Returns the frequency, in Hz, of the raw timer. + * + * This function returns the frequency, in Hz, of the raw timer. + * + * @return The frequency of the timer, in Hz, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerValue + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerFrequency(void); + +/*! @brief Makes the context of the specified window current for the calling + * thread. + * + * This function makes the OpenGL or OpenGL ES context of the specified window + * current on the calling thread. A context can only be made current on + * a single thread at a time and each thread can have only a single current + * context at a time. + * + * By default, making a context non-current implicitly forces a pipeline flush. + * On machines that support `GL_KHR_context_flush_control`, you can control + * whether a context performs this flush by setting the + * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * @param[in] window The window whose context to make current, or `NULL` to + * detach the current context. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwGetCurrentContext + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); + +/*! @brief Returns the window whose context is current on the calling thread. + * + * This function returns the window whose OpenGL or OpenGL ES context is + * current on the calling thread. + * + * @return The window whose context is current, or `NULL` if no window's + * context is current. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwMakeContextCurrent + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI GLFWwindow* glfwGetCurrentContext(void); + +/*! @brief Swaps the front and back buffers of the specified window. + * + * This function swaps the front and back buffers of the specified window when + * rendering with OpenGL or OpenGL ES. If the swap interval is greater than + * zero, the GPU driver waits the specified number of screen updates before + * swapping the buffers. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see `vkQueuePresentKHR` instead. + * + * @param[in] window The window whose buffers to swap. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark __EGL:__ The context of the specified window must be current on the + * calling thread. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapInterval + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSwapBuffers(GLFWwindow* window); + +/*! @brief Sets the swap interval for the current context. + * + * This function sets the swap interval for the current OpenGL or OpenGL ES + * context, i.e. the number of screen updates to wait from the time @ref + * glfwSwapBuffers was called before swapping the buffers and returning. This + * is sometimes called _vertical synchronization_, _vertical retrace + * synchronization_ or just _vsync_. + * + * Contexts that support either of the `WGL_EXT_swap_control_tear` and + * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals, + * which allow the driver to swap even if a frame arrives a little bit late. + * You can check for the presence of these extensions using @ref + * glfwExtensionSupported. For more information about swap tearing, see the + * extension specifications. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see the present mode of your swapchain instead. + * + * @param[in] interval The minimum number of screen updates to wait for + * until the buffers are swapped by @ref glfwSwapBuffers. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark This function is not called during context creation, leaving the + * swap interval set to whatever is the default on that platform. This is done + * because some swap interval extensions used by GLFW do not allow the swap + * interval to be reset to zero once it has been set to a non-zero value. + * + * @remark Some GPU drivers do not honor the requested swap interval, either + * because of a user setting that overrides the application's request or due to + * bugs in the driver. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapBuffers + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI void glfwSwapInterval(int interval); + +/*! @brief Returns whether the specified extension is available. + * + * This function returns whether the specified + * [API extension](@ref context_glext) is supported by the current OpenGL or + * OpenGL ES context. It searches both for client API extension and context + * creation API extensions. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * As this functions retrieves and searches one or more extension strings each + * call, it is recommended that you cache its results if it is going to be used + * frequently. The extension strings will not change during the lifetime of + * a context, so there is no danger in doing this. + * + * This function does not apply to Vulkan. If you are using Vulkan, see @ref + * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties` + * and `vkEnumerateDeviceExtensionProperties` instead. + * + * @param[in] extension The ASCII encoded name of the extension. + * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE` + * otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI int glfwExtensionSupported(const char* extension); + +/*! @brief Returns the address of the specified function for the current + * context. + * + * This function returns the address of the specified OpenGL or OpenGL ES + * [core or extension function](@ref context_glext), if it is supported + * by the current context. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and + * `vkGetDeviceProcAddr` instead. + * + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark The address of a given function is not guaranteed to be the same + * between contexts. + * + * @remark This function may return a non-`NULL` address despite the + * associated version or extension not being available. Always check the + * context version or extension string first. + * + * @pointer_lifetime The returned function pointer is valid until the context + * is destroyed or the library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwExtensionSupported + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); + +/*! @brief Returns whether the Vulkan loader has been found. + * + * This function returns whether the Vulkan loader has been found. This check + * is performed by @ref glfwInit. + * + * The availability of a Vulkan loader does not by itself guarantee that window + * surface creation or even device creation is possible. Call @ref + * glfwGetRequiredInstanceExtensions to check whether the extensions necessary + * for Vulkan surface creation are available and @ref + * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of + * a physical device supports image presentation. + * + * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_support + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwVulkanSupported(void); + +/*! @brief Returns the Vulkan instance extensions required by GLFW. + * + * This function returns an array of names of Vulkan instance extensions required + * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the + * list will always contains `VK_KHR_surface`, so if you don't require any + * additional extensions you can pass this list directly to the + * `VkInstanceCreateInfo` struct. + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * If Vulkan is available but no set of extensions allowing window surface + * creation was found, this function returns `NULL`. You may still use Vulkan + * for off-screen rendering and compute work. + * + * @param[out] count Where to store the number of extensions in the returned + * array. This is set to zero if an error occurred. + * @return An array of ASCII encoded extension names, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @remarks Additional extensions may be required by future versions of GLFW. + * You should check if any extensions you wish to enable are already in the + * returned array, as it is an error to specify an extension more than once in + * the `VkInstanceCreateInfo` struct. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_ext + * @sa glfwCreateWindowSurface + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count); + +#if defined(VK_VERSION_1_0) + +/*! @brief Returns the address of the specified Vulkan instance function. + * + * This function returns the address of the specified Vulkan core or extension + * function for the specified instance. If instance is set to `NULL` it can + * return any function exported from the Vulkan loader, including at least the + * following functions: + * + * - `vkEnumerateInstanceExtensionProperties` + * - `vkEnumerateInstanceLayerProperties` + * - `vkCreateInstance` + * - `vkGetInstanceProcAddr` + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * This function is equivalent to calling `vkGetInstanceProcAddr` with + * a platform-specific query of the Vulkan loader as a fallback. + * + * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve + * functions related to instance creation. + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @pointer_lifetime The returned function pointer is valid until the library + * is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_proc + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); + +/*! @brief Returns whether the specified queue family can present images. + * + * This function returns whether the specified queue family of the specified + * physical device supports presentation to the platform GLFW was built for. + * + * If Vulkan or the required window surface creation instance extensions are + * not available on the machine, or if the specified instance was not created + * with the required extensions, this function returns `GLFW_FALSE` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available and @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * @param[in] instance The instance that the physical device belongs to. + * @param[in] device The physical device that the queue family belongs to. + * @param[in] queuefamily The index of the queue family to query. + * @return `GLFW_TRUE` if the queue family supports presentation, or + * `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_present + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); + +/*! @brief Creates a Vulkan surface for the specified window. + * + * This function creates a Vulkan surface for the specified window. + * + * If the Vulkan loader was not found at initialization, this function returns + * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE + * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was + * found. + * + * If the required window surface creation instance extensions are not + * available or if the specified instance was not created with these extensions + * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * The window surface must be destroyed before the specified Vulkan instance. + * It is the responsibility of the caller to destroy the window surface. GLFW + * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the + * surface. + * + * @param[in] instance The Vulkan instance to create the surface in. + * @param[in] window The window to create the surface for. + * @param[in] allocator The allocator to use, or `NULL` to use the default + * allocator. + * @param[out] surface Where to store the handle of the surface. This is set + * to `VK_NULL_HANDLE` if an error occurred. + * @return `VK_SUCCESS` if successful, or a Vulkan error code if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @remarks If an error occurs before the creation call is made, GLFW returns + * the Vulkan error code most appropriate for the error. Appropriate use of + * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should + * eliminate almost all occurrences of these errors. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_surface + * @sa glfwGetRequiredInstanceExtensions + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +#endif /*VK_VERSION_1_0*/ + + +/************************************************************************* + * Global definition cleanup + *************************************************************************/ + +/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */ + +#ifdef GLFW_WINGDIAPI_DEFINED + #undef WINGDIAPI + #undef GLFW_WINGDIAPI_DEFINED +#endif + +#ifdef GLFW_CALLBACK_DEFINED + #undef CALLBACK + #undef GLFW_CALLBACK_DEFINED +#endif + +/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */ + + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_h_ */ + diff --git a/project/vs2015/external/glfw3/include/GLFW/glfw3native.h b/project/vs2015/external/glfw3/include/GLFW/glfw3native.h new file mode 100644 index 00000000..30e1a570 --- /dev/null +++ b/project/vs2015/external/glfw3/include/GLFW/glfw3native.h @@ -0,0 +1,456 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2016 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_native_h_ +#define _glfw3_native_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3native.h + * @brief The header of the native access functions. + * + * This is the header file of the native access functions. See @ref native for + * more information. + */ +/*! @defgroup native Native access + * + * **By using the native access functions you assert that you know what you're + * doing and how to fix problems caused by using them. If you don't, you + * shouldn't be using them.** + * + * Before the inclusion of @ref glfw3native.h, you may define exactly one + * window system API macro and zero or more context creation API macros. + * + * The chosen backends must match those the library was compiled for. Failure + * to do this will cause a link-time error. + * + * The available window API macros are: + * * `GLFW_EXPOSE_NATIVE_WIN32` + * * `GLFW_EXPOSE_NATIVE_COCOA` + * * `GLFW_EXPOSE_NATIVE_X11` + * * `GLFW_EXPOSE_NATIVE_WAYLAND` + * * `GLFW_EXPOSE_NATIVE_MIR` + * + * The available context API macros are: + * * `GLFW_EXPOSE_NATIVE_WGL` + * * `GLFW_EXPOSE_NATIVE_NSGL` + * * `GLFW_EXPOSE_NATIVE_GLX` + * * `GLFW_EXPOSE_NATIVE_EGL` + * + * These macros select which of the native access functions that are declared + * and which platform-specific headers to include. It is then up your (by + * definition platform-specific) code to handle which of these should be + * defined. + */ + + +/************************************************************************* + * System headers and types + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) + // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for + // example to allow applications to correctly declare a GL_ARB_debug_output + // callback) but windows.h assumes no one will define APIENTRY before it does + #undef APIENTRY + #include +#elif defined(GLFW_EXPOSE_NATIVE_COCOA) + #include + #if defined(__OBJC__) + #import + #else + typedef void* id; + #endif +#elif defined(GLFW_EXPOSE_NATIVE_X11) + #include + #include +#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include +#elif defined(GLFW_EXPOSE_NATIVE_MIR) + #include +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) + /* WGL is declared by windows.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_NSGL) + /* NSGL is declared by Cocoa.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_GLX) + #include +#endif +#if defined(GLFW_EXPOSE_NATIVE_EGL) + #include +#endif + + +/************************************************************************* + * Functions + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) +/*! @brief Returns the adapter device name of the specified monitor. + * + * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`) + * of the specified monitor, or `NULL` if an [error](@ref error_handling) + * occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the display device name of the specified monitor. + * + * @return The UTF-8 encoded display device name (for example + * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `HWND` of the specified window. + * + * @return The `HWND` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) +/*! @brief Returns the `HGLRC` of the specified window. + * + * @return The `HGLRC` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_COCOA) +/*! @brief Returns the `CGDirectDisplayID` of the specified monitor. + * + * @return The `CGDirectDisplayID` of the specified monitor, or + * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `NSWindow` of the specified window. + * + * @return The `NSWindow` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_NSGL) +/*! @brief Returns the `NSOpenGLContext` of the specified window. + * + * @return The `NSOpenGLContext` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_X11) +/*! @brief Returns the `Display` used by GLFW. + * + * @return The `Display` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Display* glfwGetX11Display(void); + +/*! @brief Returns the `RRCrtc` of the specified monitor. + * + * @return The `RRCrtc` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the `RROutput` of the specified monitor. + * + * @return The `RROutput` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `Window` of the specified window. + * + * @return The `Window` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Window glfwGetX11Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_GLX) +/*! @brief Returns the `GLXContext` of the specified window. + * + * @return The `GLXContext` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); + +/*! @brief Returns the `GLXWindow` of the specified window. + * + * @return The `GLXWindow` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WAYLAND) +/*! @brief Returns the `struct wl_display*` used by GLFW. + * + * @return The `struct wl_display*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_display* glfwGetWaylandDisplay(void); + +/*! @brief Returns the `struct wl_output*` of the specified monitor. + * + * @return The `struct wl_output*` of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the main `struct wl_surface*` of the specified window. + * + * @return The main `struct wl_surface*` of the specified window, or `NULL` if + * an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_MIR) +/*! @brief Returns the `MirConnection*` used by GLFW. + * + * @return The `MirConnection*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirConnection* glfwGetMirDisplay(void); + +/*! @brief Returns the Mir output ID of the specified monitor. + * + * @return The Mir output ID of the specified monitor, or zero if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `MirSurface*` of the specified window. + * + * @return The `MirSurface*` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_EGL) +/*! @brief Returns the `EGLDisplay` used by GLFW. + * + * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLDisplay glfwGetEGLDisplay(void); + +/*! @brief Returns the `EGLContext` of the specified window. + * + * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); + +/*! @brief Returns the `EGLSurface` of the specified window. + * + * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); +#endif + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_native_h_ */ + diff --git a/project/vs2015/external/glfw3/lib/win32/glfw3.dll b/project/vs2015/external/glfw3/lib/win32/glfw3.dll new file mode 100644 index 00000000..3e2a7f35 Binary files /dev/null and b/project/vs2015/external/glfw3/lib/win32/glfw3.dll differ diff --git a/project/vs2015/external/glfw3/lib/win32/glfw3.lib b/project/vs2015/external/glfw3/lib/win32/glfw3.lib new file mode 100644 index 00000000..bec8cfc9 Binary files /dev/null and b/project/vs2015/external/glfw3/lib/win32/glfw3.lib differ diff --git a/project/vs2015/external/glfw3/lib/win32/glfw3dll.lib b/project/vs2015/external/glfw3/lib/win32/glfw3dll.lib new file mode 100644 index 00000000..8e87d64a Binary files /dev/null and b/project/vs2015/external/glfw3/lib/win32/glfw3dll.lib differ diff --git a/project/vs2015/external/lua/include/lauxlib.h b/project/vs2015/external/lua/include/lauxlib.h new file mode 100644 index 00000000..ddb7c228 --- /dev/null +++ b/project/vs2015/external/lua/include/lauxlib.h @@ -0,0 +1,256 @@ +/* +** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $ +** Auxiliary functions for building Lua libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lauxlib_h +#define lauxlib_h + + +#include +#include + +#include "lua.h" + + + +/* extra error code for 'luaL_load' */ +#define LUA_ERRFILE (LUA_ERRERR+1) + + +typedef struct luaL_Reg { + const char *name; + lua_CFunction func; +} luaL_Reg; + + +#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number)) + +LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz); +#define luaL_checkversion(L) \ + luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES) + +LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e); +LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e); +LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len); +LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg); +LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg, + size_t *l); +LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg, + const char *def, size_t *l); +LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg); +LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def); + +LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg); +LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg, + lua_Integer def); + +LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg); +LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t); +LUALIB_API void (luaL_checkany) (lua_State *L, int arg); + +LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname); +LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname); +LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname); +LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname); + +LUALIB_API void (luaL_where) (lua_State *L, int lvl); +LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...); + +LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def, + const char *const lst[]); + +LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname); +LUALIB_API int (luaL_execresult) (lua_State *L, int stat); + +/* predefined references */ +#define LUA_NOREF (-2) +#define LUA_REFNIL (-1) + +LUALIB_API int (luaL_ref) (lua_State *L, int t); +LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref); + +LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename, + const char *mode); + +#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL) + +LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz, + const char *name, const char *mode); +LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s); + +LUALIB_API lua_State *(luaL_newstate) (void); + +LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx); + +LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p, + const char *r); + +LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup); + +LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname); + +LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1, + const char *msg, int level); + +LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname, + lua_CFunction openf, int glb); + +/* +** =============================================================== +** some useful macros +** =============================================================== +*/ + + +#define luaL_newlibtable(L,l) \ + lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1) + +#define luaL_newlib(L,l) \ + (luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0)) + +#define luaL_argcheck(L, cond,arg,extramsg) \ + ((void)((cond) || luaL_argerror(L, (arg), (extramsg)))) +#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL)) +#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL)) + +#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i))) + +#define luaL_dofile(L, fn) \ + (luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_dostring(L, s) \ + (luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n))) + +#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n))) + +#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL) + + +/* +** {====================================================== +** Generic Buffer manipulation +** ======================================================= +*/ + +typedef struct luaL_Buffer { + char *b; /* buffer address */ + size_t size; /* buffer size */ + size_t n; /* number of characters in buffer */ + lua_State *L; + char initb[LUAL_BUFFERSIZE]; /* initial buffer */ +} luaL_Buffer; + + +#define luaL_addchar(B,c) \ + ((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \ + ((B)->b[(B)->n++] = (c))) + +#define luaL_addsize(B,s) ((B)->n += (s)) + +LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B); +LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz); +LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l); +LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s); +LUALIB_API void (luaL_addvalue) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresult) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz); +LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz); + +#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE) + +/* }====================================================== */ + + + +/* +** {====================================================== +** File handles for IO library +** ======================================================= +*/ + +/* +** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and +** initial structure 'luaL_Stream' (it may contain other fields +** after that initial structure). +*/ + +#define LUA_FILEHANDLE "FILE*" + + +typedef struct luaL_Stream { + FILE *f; /* stream (NULL for incompletely created streams) */ + lua_CFunction closef; /* to close stream (NULL for closed streams) */ +} luaL_Stream; + +/* }====================================================== */ + + + +/* compatibility with old module system */ +#if defined(LUA_COMPAT_MODULE) + +LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname, + int sizehint); +LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname, + const luaL_Reg *l, int nup); + +#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0)) + +#endif + + +/* +** {================================================================== +** "Abstraction Layer" for basic report of messages and errors +** =================================================================== +*/ + +/* print a string */ +#if !defined(lua_writestring) +#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout) +#endif + +/* print a newline and flush the output */ +#if !defined(lua_writeline) +#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout)) +#endif + +/* print an error message */ +#if !defined(lua_writestringerror) +#define lua_writestringerror(s,p) \ + (fprintf(stderr, (s), (p)), fflush(stderr)) +#endif + +/* }================================================================== */ + + +/* +** {============================================================ +** Compatibility with deprecated conversions +** ============================================================= +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a)) +#define luaL_optunsigned(L,a,d) \ + ((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d))) + +#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n))) +#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d))) + +#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n))) +#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d))) + +#endif +/* }============================================================ */ + + + +#endif + + diff --git a/project/vs2015/external/lua/include/lua.h b/project/vs2015/external/lua/include/lua.h new file mode 100644 index 00000000..f78899fc --- /dev/null +++ b/project/vs2015/external/lua/include/lua.h @@ -0,0 +1,486 @@ +/* +** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $ +** Lua - A Scripting Language +** Lua.org, PUC-Rio, Brazil (http://www.lua.org) +** See Copyright Notice at the end of this file +*/ + + +#ifndef lua_h +#define lua_h + +#include +#include + + +#include "luaconf.h" + + +#define LUA_VERSION_MAJOR "5" +#define LUA_VERSION_MINOR "3" +#define LUA_VERSION_NUM 503 +#define LUA_VERSION_RELEASE "3" + +#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE +#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio" +#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes" + + +/* mark for precompiled code ('Lua') */ +#define LUA_SIGNATURE "\x1bLua" + +/* option for multiple returns in 'lua_pcall' and 'lua_call' */ +#define LUA_MULTRET (-1) + + +/* +** Pseudo-indices +** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty +** space after that to help overflow detection) +*/ +#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000) +#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i)) + + +/* thread status */ +#define LUA_OK 0 +#define LUA_YIELD 1 +#define LUA_ERRRUN 2 +#define LUA_ERRSYNTAX 3 +#define LUA_ERRMEM 4 +#define LUA_ERRGCMM 5 +#define LUA_ERRERR 6 + + +typedef struct lua_State lua_State; + + +/* +** basic types +*/ +#define LUA_TNONE (-1) + +#define LUA_TNIL 0 +#define LUA_TBOOLEAN 1 +#define LUA_TLIGHTUSERDATA 2 +#define LUA_TNUMBER 3 +#define LUA_TSTRING 4 +#define LUA_TTABLE 5 +#define LUA_TFUNCTION 6 +#define LUA_TUSERDATA 7 +#define LUA_TTHREAD 8 + +#define LUA_NUMTAGS 9 + + + +/* minimum Lua stack available to a C function */ +#define LUA_MINSTACK 20 + + +/* predefined values in the registry */ +#define LUA_RIDX_MAINTHREAD 1 +#define LUA_RIDX_GLOBALS 2 +#define LUA_RIDX_LAST LUA_RIDX_GLOBALS + + +/* type of numbers in Lua */ +typedef LUA_NUMBER lua_Number; + + +/* type for integer functions */ +typedef LUA_INTEGER lua_Integer; + +/* unsigned integer type */ +typedef LUA_UNSIGNED lua_Unsigned; + +/* type for continuation-function contexts */ +typedef LUA_KCONTEXT lua_KContext; + + +/* +** Type for C functions registered with Lua +*/ +typedef int (*lua_CFunction) (lua_State *L); + +/* +** Type for continuation functions +*/ +typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx); + + +/* +** Type for functions that read/write blocks when loading/dumping Lua chunks +*/ +typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz); + +typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud); + + +/* +** Type for memory-allocation functions +*/ +typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize); + + + +/* +** generic extra include file +*/ +#if defined(LUA_USER_H) +#include LUA_USER_H +#endif + + +/* +** RCS ident string +*/ +extern const char lua_ident[]; + + +/* +** state manipulation +*/ +LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud); +LUA_API void (lua_close) (lua_State *L); +LUA_API lua_State *(lua_newthread) (lua_State *L); + +LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf); + + +LUA_API const lua_Number *(lua_version) (lua_State *L); + + +/* +** basic stack manipulation +*/ +LUA_API int (lua_absindex) (lua_State *L, int idx); +LUA_API int (lua_gettop) (lua_State *L); +LUA_API void (lua_settop) (lua_State *L, int idx); +LUA_API void (lua_pushvalue) (lua_State *L, int idx); +LUA_API void (lua_rotate) (lua_State *L, int idx, int n); +LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx); +LUA_API int (lua_checkstack) (lua_State *L, int n); + +LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n); + + +/* +** access functions (stack -> C) +*/ + +LUA_API int (lua_isnumber) (lua_State *L, int idx); +LUA_API int (lua_isstring) (lua_State *L, int idx); +LUA_API int (lua_iscfunction) (lua_State *L, int idx); +LUA_API int (lua_isinteger) (lua_State *L, int idx); +LUA_API int (lua_isuserdata) (lua_State *L, int idx); +LUA_API int (lua_type) (lua_State *L, int idx); +LUA_API const char *(lua_typename) (lua_State *L, int tp); + +LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum); +LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum); +LUA_API int (lua_toboolean) (lua_State *L, int idx); +LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len); +LUA_API size_t (lua_rawlen) (lua_State *L, int idx); +LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx); +LUA_API void *(lua_touserdata) (lua_State *L, int idx); +LUA_API lua_State *(lua_tothread) (lua_State *L, int idx); +LUA_API const void *(lua_topointer) (lua_State *L, int idx); + + +/* +** Comparison and arithmetic functions +*/ + +#define LUA_OPADD 0 /* ORDER TM, ORDER OP */ +#define LUA_OPSUB 1 +#define LUA_OPMUL 2 +#define LUA_OPMOD 3 +#define LUA_OPPOW 4 +#define LUA_OPDIV 5 +#define LUA_OPIDIV 6 +#define LUA_OPBAND 7 +#define LUA_OPBOR 8 +#define LUA_OPBXOR 9 +#define LUA_OPSHL 10 +#define LUA_OPSHR 11 +#define LUA_OPUNM 12 +#define LUA_OPBNOT 13 + +LUA_API void (lua_arith) (lua_State *L, int op); + +#define LUA_OPEQ 0 +#define LUA_OPLT 1 +#define LUA_OPLE 2 + +LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2); +LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op); + + +/* +** push functions (C -> stack) +*/ +LUA_API void (lua_pushnil) (lua_State *L); +LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n); +LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n); +LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len); +LUA_API const char *(lua_pushstring) (lua_State *L, const char *s); +LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt, + va_list argp); +LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...); +LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n); +LUA_API void (lua_pushboolean) (lua_State *L, int b); +LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p); +LUA_API int (lua_pushthread) (lua_State *L); + + +/* +** get functions (Lua -> stack) +*/ +LUA_API int (lua_getglobal) (lua_State *L, const char *name); +LUA_API int (lua_gettable) (lua_State *L, int idx); +LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k); +LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawget) (lua_State *L, int idx); +LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p); + +LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec); +LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz); +LUA_API int (lua_getmetatable) (lua_State *L, int objindex); +LUA_API int (lua_getuservalue) (lua_State *L, int idx); + + +/* +** set functions (stack -> Lua) +*/ +LUA_API void (lua_setglobal) (lua_State *L, const char *name); +LUA_API void (lua_settable) (lua_State *L, int idx); +LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k); +LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawset) (lua_State *L, int idx); +LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p); +LUA_API int (lua_setmetatable) (lua_State *L, int objindex); +LUA_API void (lua_setuservalue) (lua_State *L, int idx); + + +/* +** 'load' and 'call' functions (load and run Lua code) +*/ +LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults, + lua_KContext ctx, lua_KFunction k); +#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL) + +LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc, + lua_KContext ctx, lua_KFunction k); +#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL) + +LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt, + const char *chunkname, const char *mode); + +LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip); + + +/* +** coroutine functions +*/ +LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx, + lua_KFunction k); +LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg); +LUA_API int (lua_status) (lua_State *L); +LUA_API int (lua_isyieldable) (lua_State *L); + +#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL) + + +/* +** garbage-collection function and options +*/ + +#define LUA_GCSTOP 0 +#define LUA_GCRESTART 1 +#define LUA_GCCOLLECT 2 +#define LUA_GCCOUNT 3 +#define LUA_GCCOUNTB 4 +#define LUA_GCSTEP 5 +#define LUA_GCSETPAUSE 6 +#define LUA_GCSETSTEPMUL 7 +#define LUA_GCISRUNNING 9 + +LUA_API int (lua_gc) (lua_State *L, int what, int data); + + +/* +** miscellaneous functions +*/ + +LUA_API int (lua_error) (lua_State *L); + +LUA_API int (lua_next) (lua_State *L, int idx); + +LUA_API void (lua_concat) (lua_State *L, int n); +LUA_API void (lua_len) (lua_State *L, int idx); + +LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s); + +LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud); +LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud); + + + +/* +** {============================================================== +** some useful macros +** =============================================================== +*/ + +#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE)) + +#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL) +#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL) + +#define lua_pop(L,n) lua_settop(L, -(n)-1) + +#define lua_newtable(L) lua_createtable(L, 0, 0) + +#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n))) + +#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0) + +#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION) +#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE) +#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA) +#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL) +#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN) +#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD) +#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE) +#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0) + +#define lua_pushliteral(L, s) lua_pushstring(L, "" s) + +#define lua_pushglobaltable(L) \ + ((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS)) + +#define lua_tostring(L,i) lua_tolstring(L, (i), NULL) + + +#define lua_insert(L,idx) lua_rotate(L, (idx), 1) + +#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1)) + +#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1)) + +/* }============================================================== */ + + +/* +** {============================================================== +** compatibility macros for unsigned conversions +** =============================================================== +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n)) +#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is)) +#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL) + +#endif +/* }============================================================== */ + +/* +** {====================================================================== +** Debug API +** ======================================================================= +*/ + + +/* +** Event codes +*/ +#define LUA_HOOKCALL 0 +#define LUA_HOOKRET 1 +#define LUA_HOOKLINE 2 +#define LUA_HOOKCOUNT 3 +#define LUA_HOOKTAILCALL 4 + + +/* +** Event masks +*/ +#define LUA_MASKCALL (1 << LUA_HOOKCALL) +#define LUA_MASKRET (1 << LUA_HOOKRET) +#define LUA_MASKLINE (1 << LUA_HOOKLINE) +#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT) + +typedef struct lua_Debug lua_Debug; /* activation record */ + + +/* Functions to be called by the debugger in specific events */ +typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar); + + +LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar); +LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar); +LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n); +LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n); + +LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n); +LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1, + int fidx2, int n2); + +LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count); +LUA_API lua_Hook (lua_gethook) (lua_State *L); +LUA_API int (lua_gethookmask) (lua_State *L); +LUA_API int (lua_gethookcount) (lua_State *L); + + +struct lua_Debug { + int event; + const char *name; /* (n) */ + const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */ + const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */ + const char *source; /* (S) */ + int currentline; /* (l) */ + int linedefined; /* (S) */ + int lastlinedefined; /* (S) */ + unsigned char nups; /* (u) number of upvalues */ + unsigned char nparams;/* (u) number of parameters */ + char isvararg; /* (u) */ + char istailcall; /* (t) */ + char short_src[LUA_IDSIZE]; /* (S) */ + /* private part */ + struct CallInfo *i_ci; /* active function */ +}; + +/* }====================================================================== */ + + +/****************************************************************************** +* Copyright (C) 1994-2016 Lua.org, PUC-Rio. +* +* Permission is hereby granted, free of charge, to any person obtaining +* a copy of this software and associated documentation files (the +* "Software"), to deal in the Software without restriction, including +* without limitation the rights to use, copy, modify, merge, publish, +* distribute, sublicense, and/or sell copies of the Software, and to +* permit persons to whom the Software is furnished to do so, subject to +* the following conditions: +* +* The above copyright notice and this permission notice shall be +* included in all copies or substantial portions of the Software. +* +* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +******************************************************************************/ + + +#endif diff --git a/project/vs2015/external/lua/include/lua.hpp b/project/vs2015/external/lua/include/lua.hpp new file mode 100644 index 00000000..ec417f59 --- /dev/null +++ b/project/vs2015/external/lua/include/lua.hpp @@ -0,0 +1,9 @@ +// lua.hpp +// Lua header files for C++ +// <> not supplied automatically because Lua also compiles as C++ + +extern "C" { +#include "lua.h" +#include "lualib.h" +#include "lauxlib.h" +} diff --git a/project/vs2015/external/lua/include/luaconf.h b/project/vs2015/external/lua/include/luaconf.h new file mode 100644 index 00000000..867e9cb1 --- /dev/null +++ b/project/vs2015/external/lua/include/luaconf.h @@ -0,0 +1,769 @@ +/* +** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $ +** Configuration file for Lua +** See Copyright Notice in lua.h +*/ + + +#ifndef luaconf_h +#define luaconf_h + +#include +#include + + +/* +** =================================================================== +** Search for "@@" to find all configurable definitions. +** =================================================================== +*/ + + +/* +** {==================================================================== +** System Configuration: macros to adapt (if needed) Lua to some +** particular platform, for instance compiling it with 32-bit numbers or +** restricting it to C89. +** ===================================================================== +*/ + +/* +@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You +** can also define LUA_32BITS in the make file, but changing here you +** ensure that all software connected to Lua will be compiled with the +** same configuration. +*/ +/* #define LUA_32BITS */ + + +/* +@@ LUA_USE_C89 controls the use of non-ISO-C89 features. +** Define it if you want Lua to avoid the use of a few C99 features +** or Windows-specific features on Windows. +*/ +/* #define LUA_USE_C89 */ + + +/* +** By default, Lua on Windows use (some) specific Windows features +*/ +#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE) +#define LUA_USE_WINDOWS /* enable goodies for regular Windows */ +#endif + + +#if defined(LUA_USE_WINDOWS) +#define LUA_DL_DLL /* enable support for DLL */ +#define LUA_USE_C89 /* broadly, Windows is C89 */ +#endif + + +#if defined(LUA_USE_LINUX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* needs an extra library: -ldl */ +#define LUA_USE_READLINE /* needs some extra libraries */ +#endif + + +#if defined(LUA_USE_MACOSX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* MacOS does not need -ldl */ +#define LUA_USE_READLINE /* needs an extra library: -lreadline */ +#endif + + +/* +@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for +** C89 ('long' and 'double'); Windows always has '__int64', so it does +** not need to use this case. +*/ +#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS) +#define LUA_C89_NUMBERS +#endif + + + +/* +@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'. +*/ +/* avoid undefined shifts */ +#if ((INT_MAX >> 15) >> 15) >= 1 +#define LUAI_BITSINT 32 +#else +/* 'int' always must have at least 16 bits */ +#define LUAI_BITSINT 16 +#endif + + +/* +@@ LUA_INT_TYPE defines the type for Lua integers. +@@ LUA_FLOAT_TYPE defines the type for Lua floats. +** Lua should work fine with any mix of these options (if supported +** by your C compiler). The usual configurations are 64-bit integers +** and 'double' (the default), 32-bit integers and 'float' (for +** restricted platforms), and 'long'/'double' (for C compilers not +** compliant with C99, which may not have support for 'long long'). +*/ + +/* predefined options for LUA_INT_TYPE */ +#define LUA_INT_INT 1 +#define LUA_INT_LONG 2 +#define LUA_INT_LONGLONG 3 + +/* predefined options for LUA_FLOAT_TYPE */ +#define LUA_FLOAT_FLOAT 1 +#define LUA_FLOAT_DOUBLE 2 +#define LUA_FLOAT_LONGDOUBLE 3 + +#if defined(LUA_32BITS) /* { */ +/* +** 32-bit integers and 'float' +*/ +#if LUAI_BITSINT >= 32 /* use 'int' if big enough */ +#define LUA_INT_TYPE LUA_INT_INT +#else /* otherwise use 'long' */ +#define LUA_INT_TYPE LUA_INT_LONG +#endif +#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT + +#elif defined(LUA_C89_NUMBERS) /* }{ */ +/* +** largest types available for C89 ('long' and 'double') +*/ +#define LUA_INT_TYPE LUA_INT_LONG +#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE + +#endif /* } */ + + +/* +** default configuration for 64-bit Lua ('long long' and 'double') +*/ +#if !defined(LUA_INT_TYPE) +#define LUA_INT_TYPE LUA_INT_LONGLONG +#endif + +#if !defined(LUA_FLOAT_TYPE) +#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE +#endif + +/* }================================================================== */ + + + + +/* +** {================================================================== +** Configuration for Paths. +** =================================================================== +*/ + +/* +@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for +** Lua libraries. +@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for +** C libraries. +** CHANGE them if your machine has a non-conventional directory +** hierarchy or if you want to install your libraries in +** non-conventional directories. +*/ +#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#if defined(_WIN32) /* { */ +/* +** In Windows, any exclamation mark ('!') in the path is replaced by the +** path of the directory of the executable file of the current process. +*/ +#define LUA_LDIR "!\\lua\\" +#define LUA_CDIR "!\\" +#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\" +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \ + LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \ + ".\\?.lua;" ".\\?\\init.lua" +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.dll;" \ + LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \ + LUA_CDIR"loadall.dll;" ".\\?.dll;" \ + LUA_CDIR"?53.dll;" ".\\?53.dll" + +#else /* }{ */ + +#define LUA_ROOT "/usr/local/" +#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/" +#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/" +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \ + "./?.lua;" "./?/init.lua" +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \ + LUA_CDIR"lib?53.so;" "./lib?53.so" +#endif /* } */ + + +/* +@@ LUA_DIRSEP is the directory separator (for submodules). +** CHANGE it if your machine does not use "/" as the directory separator +** and is not Windows. (On Windows Lua automatically uses "\".) +*/ +#if defined(_WIN32) +#define LUA_DIRSEP "\\" +#else +#define LUA_DIRSEP "/" +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Marks for exported symbols in the C code +** =================================================================== +*/ + +/* +@@ LUA_API is a mark for all core API functions. +@@ LUALIB_API is a mark for all auxiliary library functions. +@@ LUAMOD_API is a mark for all standard library opening functions. +** CHANGE them if you need to define those functions in some special way. +** For instance, if you want to create one Windows DLL with the core and +** the libraries, you may want to use the following definition (define +** LUA_BUILD_AS_DLL to get it). +*/ +#if defined(LUA_BUILD_AS_DLL) /* { */ + +#if defined(LUA_CORE) || defined(LUA_LIB) /* { */ +#define LUA_API __declspec(dllexport) +#else /* }{ */ +#define LUA_API __declspec(dllimport) +#endif /* } */ + +#else /* }{ */ + +#define LUA_API extern + +#endif /* } */ + + +/* more often than not the libs go together with the core */ +#define LUALIB_API LUA_API +#define LUAMOD_API LUALIB_API + + +/* +@@ LUAI_FUNC is a mark for all extern functions that are not to be +** exported to outside modules. +@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables +** that are not to be exported to outside modules (LUAI_DDEF for +** definitions and LUAI_DDEC for declarations). +** CHANGE them if you need to mark them in some special way. Elf/gcc +** (versions 3.2 and later) mark them as "hidden" to optimize access +** when Lua is compiled as a shared library. Not all elf targets support +** this attribute. Unfortunately, gcc does not offer a way to check +** whether the target offers that support, and those without support +** give a warning about it. To avoid these warnings, change to the +** default definition. +*/ +#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \ + defined(__ELF__) /* { */ +#define LUAI_FUNC __attribute__((visibility("hidden"))) extern +#else /* }{ */ +#define LUAI_FUNC extern +#endif /* } */ + +#define LUAI_DDEC LUAI_FUNC +#define LUAI_DDEF /* empty */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Compatibility with previous versions +** =================================================================== +*/ + +/* +@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2. +@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1. +** You can define it to get all options, or change specific options +** to fit your specific needs. +*/ +#if defined(LUA_COMPAT_5_2) /* { */ + +/* +@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated +** functions in the mathematical library. +*/ +#define LUA_COMPAT_MATHLIB + +/* +@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'. +*/ +#define LUA_COMPAT_BITLIB + +/* +@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod. +*/ +#define LUA_COMPAT_IPAIRS + +/* +@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for +** manipulating other integer types (lua_pushunsigned, lua_tounsigned, +** luaL_checkint, luaL_checklong, etc.) +*/ +#define LUA_COMPAT_APIINTCASTS + +#endif /* } */ + + +#if defined(LUA_COMPAT_5_1) /* { */ + +/* Incompatibilities from 5.2 -> 5.3 */ +#define LUA_COMPAT_MATHLIB +#define LUA_COMPAT_APIINTCASTS + +/* +@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'. +** You can replace it with 'table.unpack'. +*/ +#define LUA_COMPAT_UNPACK + +/* +@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'. +** You can replace it with 'package.searchers'. +*/ +#define LUA_COMPAT_LOADERS + +/* +@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall. +** You can call your C function directly (with light C functions). +*/ +#define lua_cpcall(L,f,u) \ + (lua_pushcfunction(L, (f)), \ + lua_pushlightuserdata(L,(u)), \ + lua_pcall(L,1,0,0)) + + +/* +@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library. +** You can rewrite 'log10(x)' as 'log(x, 10)'. +*/ +#define LUA_COMPAT_LOG10 + +/* +@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base +** library. You can rewrite 'loadstring(s)' as 'load(s)'. +*/ +#define LUA_COMPAT_LOADSTRING + +/* +@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library. +*/ +#define LUA_COMPAT_MAXN + +/* +@@ The following macros supply trivial compatibility for some +** changes in the API. The macros themselves document how to +** change your code to avoid using them. +*/ +#define lua_strlen(L,i) lua_rawlen(L, (i)) + +#define lua_objlen(L,i) lua_rawlen(L, (i)) + +#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ) +#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT) + +/* +@@ LUA_COMPAT_MODULE controls compatibility with previous +** module functions 'module' (Lua) and 'luaL_register' (C). +*/ +#define LUA_COMPAT_MODULE + +#endif /* } */ + + +/* +@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a +@@ a float mark ('.0'). +** This macro is not on by default even in compatibility mode, +** because this is not really an incompatibility. +*/ +/* #define LUA_COMPAT_FLOATSTRING */ + +/* }================================================================== */ + + + +/* +** {================================================================== +** Configuration for Numbers. +** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_* +** satisfy your needs. +** =================================================================== +*/ + +/* +@@ LUA_NUMBER is the floating-point type used by Lua. +@@ LUAI_UACNUMBER is the result of an 'usual argument conversion' +@@ over a floating number. +@@ l_mathlim(x) corrects limit name 'x' to the proper float type +** by prefixing it with one of FLT/DBL/LDBL. +@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats. +@@ LUA_NUMBER_FMT is the format for writing floats. +@@ lua_number2str converts a float to a string. +@@ l_mathop allows the addition of an 'l' or 'f' to all math operations. +@@ l_floor takes the floor of a float. +@@ lua_str2number converts a decimal numeric string to a number. +*/ + + +/* The following definitions are good for most cases here */ + +#define l_floor(x) (l_mathop(floor)(x)) + +#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n)) + +/* +@@ lua_numbertointeger converts a float number to an integer, or +** returns 0 if float is not within the range of a lua_Integer. +** (The range comparisons are tricky because of rounding. The tests +** here assume a two-complement representation, where MININTEGER always +** has an exact representation as a float; MAXINTEGER may not have one, +** and therefore its conversion to float may have an ill-defined value.) +*/ +#define lua_numbertointeger(n,p) \ + ((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \ + (n) < -(LUA_NUMBER)(LUA_MININTEGER) && \ + (*(p) = (LUA_INTEGER)(n), 1)) + + +/* now the variable definitions */ + +#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */ + +#define LUA_NUMBER float + +#define l_mathlim(n) (FLT_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.7g" + +#define l_mathop(op) op##f + +#define lua_str2number(s,p) strtof((s), (p)) + + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */ + +#define LUA_NUMBER long double + +#define l_mathlim(n) (LDBL_##n) + +#define LUAI_UACNUMBER long double + +#define LUA_NUMBER_FRMLEN "L" +#define LUA_NUMBER_FMT "%.19Lg" + +#define l_mathop(op) op##l + +#define lua_str2number(s,p) strtold((s), (p)) + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */ + +#define LUA_NUMBER double + +#define l_mathlim(n) (DBL_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.14g" + +#define l_mathop(op) op + +#define lua_str2number(s,p) strtod((s), (p)) + +#else /* }{ */ + +#error "numeric float type not defined" + +#endif /* } */ + + + +/* +@@ LUA_INTEGER is the integer type used by Lua. +** +@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER. +** +@@ LUAI_UACINT is the result of an 'usual argument conversion' +@@ over a lUA_INTEGER. +@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers. +@@ LUA_INTEGER_FMT is the format for writing integers. +@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER. +@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER. +@@ lua_integer2str converts an integer to a string. +*/ + + +/* The following definitions are good for most cases here */ + +#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d" +#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n)) + +#define LUAI_UACINT LUA_INTEGER + +/* +** use LUAI_UACINT here to avoid problems with promotions (which +** can turn a comparison between unsigneds into a signed comparison) +*/ +#define LUA_UNSIGNED unsigned LUAI_UACINT + + +/* now the variable definitions */ + +#if LUA_INT_TYPE == LUA_INT_INT /* { int */ + +#define LUA_INTEGER int +#define LUA_INTEGER_FRMLEN "" + +#define LUA_MAXINTEGER INT_MAX +#define LUA_MININTEGER INT_MIN + +#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */ + +#define LUA_INTEGER long +#define LUA_INTEGER_FRMLEN "l" + +#define LUA_MAXINTEGER LONG_MAX +#define LUA_MININTEGER LONG_MIN + +#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */ + +/* use presence of macro LLONG_MAX as proxy for C99 compliance */ +#if defined(LLONG_MAX) /* { */ +/* use ISO C99 stuff */ + +#define LUA_INTEGER long long +#define LUA_INTEGER_FRMLEN "ll" + +#define LUA_MAXINTEGER LLONG_MAX +#define LUA_MININTEGER LLONG_MIN + +#elif defined(LUA_USE_WINDOWS) /* }{ */ +/* in Windows, can use specific Windows types */ + +#define LUA_INTEGER __int64 +#define LUA_INTEGER_FRMLEN "I64" + +#define LUA_MAXINTEGER _I64_MAX +#define LUA_MININTEGER _I64_MIN + +#else /* }{ */ + +#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \ + or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)" + +#endif /* } */ + +#else /* }{ */ + +#error "numeric integer type not defined" + +#endif /* } */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Dependencies with C99 and other C details +** =================================================================== +*/ + +/* +@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89. +** (All uses in Lua have only one format item.) +*/ +#if !defined(LUA_USE_C89) +#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i) +#else +#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i)) +#endif + + +/* +@@ lua_strx2number converts an hexadecimal numeric string to a number. +** In C99, 'strtod' does that conversion. Otherwise, you can +** leave 'lua_strx2number' undefined and Lua will provide its own +** implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_strx2number(s,p) lua_str2number(s,p) +#endif + + +/* +@@ lua_number2strx converts a float to an hexadecimal numeric string. +** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that. +** Otherwise, you can leave 'lua_number2strx' undefined and Lua will +** provide its own implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n)) +#endif + + +/* +** 'strtof' and 'opf' variants for math functions are not valid in +** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the +** availability of these variants. ('math.h' is already included in +** all files that use these macros.) +*/ +#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF)) +#undef l_mathop /* variants not available */ +#undef lua_str2number +#define l_mathop(op) (lua_Number)op /* no variant */ +#define lua_str2number(s,p) ((lua_Number)strtod((s), (p))) +#endif + + +/* +@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation +** functions. It must be a numerical type; Lua will use 'intptr_t' if +** available, otherwise it will use 'ptrdiff_t' (the nearest thing to +** 'intptr_t' in C89) +*/ +#define LUA_KCONTEXT ptrdiff_t + +#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \ + __STDC_VERSION__ >= 199901L +#include +#if defined(INTPTR_MAX) /* even in C99 this type is optional */ +#undef LUA_KCONTEXT +#define LUA_KCONTEXT intptr_t +#endif +#endif + + +/* +@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point). +** Change that if you do not want to use C locales. (Code using this +** macro must include header 'locale.h'.) +*/ +#if !defined(lua_getlocaledecpoint) +#define lua_getlocaledecpoint() (localeconv()->decimal_point[0]) +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Language Variations +** ===================================================================== +*/ + +/* +@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some +** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from +** numbers to strings. Define LUA_NOCVTS2N to turn off automatic +** coercion from strings to numbers. +*/ +/* #define LUA_NOCVTN2S */ +/* #define LUA_NOCVTS2N */ + + +/* +@@ LUA_USE_APICHECK turns on several consistency checks on the C API. +** Define it as a help when debugging C code. +*/ +#if defined(LUA_USE_APICHECK) +#include +#define luai_apicheck(l,e) assert(e) +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Macros that affect the API and must be stable (that is, must be the +** same when you compile Lua and when you compile code that links to +** Lua). You probably do not want/need to change them. +** ===================================================================== +*/ + +/* +@@ LUAI_MAXSTACK limits the size of the Lua stack. +** CHANGE it if you need a different limit. This limit is arbitrary; +** its only purpose is to stop Lua from consuming unlimited stack +** space (and to reserve some numbers for pseudo-indices). +*/ +#if LUAI_BITSINT >= 32 +#define LUAI_MAXSTACK 1000000 +#else +#define LUAI_MAXSTACK 15000 +#endif + + +/* +@@ LUA_EXTRASPACE defines the size of a raw memory area associated with +** a Lua state with very fast access. +** CHANGE it if you need a different size. +*/ +#define LUA_EXTRASPACE (sizeof(void *)) + + +/* +@@ LUA_IDSIZE gives the maximum size for the description of the source +@@ of a function in debug information. +** CHANGE it if you want a different size. +*/ +#define LUA_IDSIZE 60 + + +/* +@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system. +** CHANGE it if it uses too much C-stack space. (For long double, +** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a +** smaller buffer would force a memory allocation for each call to +** 'string.format'.) +*/ +#if defined(LUA_FLOAT_LONGDOUBLE) +#define LUAL_BUFFERSIZE 8192 +#else +#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer))) +#endif + +/* }================================================================== */ + + +/* +@@ LUA_QL describes how error messages quote program elements. +** Lua does not use these macros anymore; they are here for +** compatibility only. +*/ +#define LUA_QL(x) "'" x "'" +#define LUA_QS LUA_QL("%s") + + + + +/* =================================================================== */ + +/* +** Local configuration. You can use this space to add your redefinitions +** without modifying the main part of the file. +*/ + + + + + +#endif + diff --git a/project/vs2015/external/lua/include/lualib.h b/project/vs2015/external/lua/include/lualib.h new file mode 100644 index 00000000..5165c0fb --- /dev/null +++ b/project/vs2015/external/lua/include/lualib.h @@ -0,0 +1,58 @@ +/* +** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $ +** Lua standard libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lualib_h +#define lualib_h + +#include "lua.h" + + + +LUAMOD_API int (luaopen_base) (lua_State *L); + +#define LUA_COLIBNAME "coroutine" +LUAMOD_API int (luaopen_coroutine) (lua_State *L); + +#define LUA_TABLIBNAME "table" +LUAMOD_API int (luaopen_table) (lua_State *L); + +#define LUA_IOLIBNAME "io" +LUAMOD_API int (luaopen_io) (lua_State *L); + +#define LUA_OSLIBNAME "os" +LUAMOD_API int (luaopen_os) (lua_State *L); + +#define LUA_STRLIBNAME "string" +LUAMOD_API int (luaopen_string) (lua_State *L); + +#define LUA_UTF8LIBNAME "utf8" +LUAMOD_API int (luaopen_utf8) (lua_State *L); + +#define LUA_BITLIBNAME "bit32" +LUAMOD_API int (luaopen_bit32) (lua_State *L); + +#define LUA_MATHLIBNAME "math" +LUAMOD_API int (luaopen_math) (lua_State *L); + +#define LUA_DBLIBNAME "debug" +LUAMOD_API int (luaopen_debug) (lua_State *L); + +#define LUA_LOADLIBNAME "package" +LUAMOD_API int (luaopen_package) (lua_State *L); + + +/* open all previous libraries */ +LUALIB_API void (luaL_openlibs) (lua_State *L); + + + +#if !defined(lua_assert) +#define lua_assert(x) ((void)0) +#endif + + +#endif diff --git a/project/vs2015/external/lua/lib/win32/lua53.dll b/project/vs2015/external/lua/lib/win32/lua53.dll new file mode 100644 index 00000000..45300d6c Binary files /dev/null and b/project/vs2015/external/lua/lib/win32/lua53.dll differ diff --git a/project/vs2015/external/lua/lib/win32/lua53.lib b/project/vs2015/external/lua/lib/win32/lua53.lib new file mode 100644 index 00000000..e4281777 Binary files /dev/null and b/project/vs2015/external/lua/lib/win32/lua53.lib differ diff --git a/project/vs2015/external/lua/lib/win32/lua53dll.lib b/project/vs2015/external/lua/lib/win32/lua53dll.lib new file mode 100644 index 00000000..561dc9e3 Binary files /dev/null and b/project/vs2015/external/lua/lib/win32/lua53dll.lib differ diff --git a/project/vs2015/external/openal_soft/COPYING b/project/vs2015/external/openal_soft/COPYING new file mode 100644 index 00000000..d0c89786 --- /dev/null +++ b/project/vs2015/external/openal_soft/COPYING @@ -0,0 +1,484 @@ + + GNU LIBRARY GENERAL PUBLIC LICENSE + Version 2, June 1991 + + + Copyright (C) 1991 Free Software Foundation, Inc. + 675 Mass Ave, Cambridge, MA 02139, USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the library GPL. 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See the GNU + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public + License along with this library; if not, write to the Free + Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! + diff --git a/project/vs2015/external/openal_soft/include/AL/al.h b/project/vs2015/external/openal_soft/include/AL/al.h new file mode 100644 index 00000000..413b3833 --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/al.h @@ -0,0 +1,656 @@ +#ifndef AL_AL_H +#define AL_AL_H + +#if defined(__cplusplus) +extern "C" { +#endif + +#ifndef AL_API + #if defined(AL_LIBTYPE_STATIC) + #define AL_API + #elif defined(_WIN32) + #define AL_API __declspec(dllimport) + #else + #define AL_API extern + #endif +#endif + +#if defined(_WIN32) + #define AL_APIENTRY __cdecl +#else + #define AL_APIENTRY +#endif + + +/** Deprecated macro. */ +#define OPENAL +#define ALAPI AL_API +#define ALAPIENTRY AL_APIENTRY +#define AL_INVALID (-1) +#define AL_ILLEGAL_ENUM AL_INVALID_ENUM +#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION + +/** Supported AL version. */ +#define AL_VERSION_1_0 +#define AL_VERSION_1_1 + +/** 8-bit boolean */ +typedef char ALboolean; + +/** character */ +typedef char ALchar; + +/** signed 8-bit 2's complement integer */ +typedef signed char ALbyte; + +/** unsigned 8-bit integer */ +typedef unsigned char ALubyte; + +/** signed 16-bit 2's complement integer */ +typedef short ALshort; + +/** unsigned 16-bit integer */ +typedef unsigned short ALushort; + +/** signed 32-bit 2's complement integer */ +typedef int ALint; + +/** unsigned 32-bit integer */ +typedef unsigned int ALuint; + +/** non-negative 32-bit binary integer size */ +typedef int ALsizei; + +/** enumerated 32-bit value */ +typedef int ALenum; + +/** 32-bit IEEE754 floating-point */ +typedef float ALfloat; + +/** 64-bit IEEE754 floating-point */ +typedef double ALdouble; + +/** void type (for opaque pointers only) */ +typedef void ALvoid; + + +/* Enumerant values begin at column 50. No tabs. */ + +/** "no distance model" or "no buffer" */ +#define AL_NONE 0 + +/** Boolean False. */ +#define AL_FALSE 0 + +/** Boolean True. */ +#define AL_TRUE 1 + + +/** + * Relative source. + * Type: ALboolean + * Range: [AL_TRUE, AL_FALSE] + * Default: AL_FALSE + * + * Specifies if the Source has relative coordinates. + */ +#define AL_SOURCE_RELATIVE 0x202 + + +/** + * Inner cone angle, in degrees. + * Type: ALint, ALfloat + * Range: [0 - 360] + * Default: 360 + * + * The angle covered by the inner cone, where the source will not attenuate. + */ +#define AL_CONE_INNER_ANGLE 0x1001 + +/** + * Outer cone angle, in degrees. + * Range: [0 - 360] + * Default: 360 + * + * The angle covered by the outer cone, where the source will be fully + * attenuated. + */ +#define AL_CONE_OUTER_ANGLE 0x1002 + +/** + * Source pitch. + * Type: ALfloat + * Range: [0.5 - 2.0] + * Default: 1.0 + * + * A multiplier for the frequency (sample rate) of the source's buffer. + */ +#define AL_PITCH 0x1003 + +/** + * Source or listener position. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * The source or listener location in three dimensional space. + * + * OpenAL, like OpenGL, uses a right handed coordinate system, where in a + * frontal default view X (thumb) points right, Y points up (index finger), and + * Z points towards the viewer/camera (middle finger). + * + * To switch from a left handed coordinate system, flip the sign on the Z + * coordinate. + */ +#define AL_POSITION 0x1004 + +/** + * Source direction. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * Specifies the current direction in local space. + * A zero-length vector specifies an omni-directional source (cone is ignored). + */ +#define AL_DIRECTION 0x1005 + +/** + * Source or listener velocity. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * Specifies the current velocity in local space. + */ +#define AL_VELOCITY 0x1006 + +/** + * Source looping. + * Type: ALboolean + * Range: [AL_TRUE, AL_FALSE] + * Default: AL_FALSE + * + * Specifies whether source is looping. + */ +#define AL_LOOPING 0x1007 + +/** + * Source buffer. + * Type: ALuint + * Range: any valid Buffer. + * + * Specifies the buffer to provide sound samples. + */ +#define AL_BUFFER 0x1009 + +/** + * Source or listener gain. + * Type: ALfloat + * Range: [0.0 - ] + * + * A value of 1.0 means unattenuated. Each division by 2 equals an attenuation + * of about -6dB. Each multiplicaton by 2 equals an amplification of about + * +6dB. + * + * A value of 0.0 is meaningless with respect to a logarithmic scale; it is + * silent. + */ +#define AL_GAIN 0x100A + +/** + * Minimum source gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * + * The minimum gain allowed for a source, after distance and cone attenation is + * applied (if applicable). + */ +#define AL_MIN_GAIN 0x100D + +/** + * Maximum source gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * + * The maximum gain allowed for a source, after distance and cone attenation is + * applied (if applicable). + */ +#define AL_MAX_GAIN 0x100E + +/** + * Listener orientation. + * Type: ALfloat[6] + * Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0} + * + * Effectively two three dimensional vectors. The first vector is the front (or + * "at") and the second is the top (or "up"). + * + * Both vectors are in local space. + */ +#define AL_ORIENTATION 0x100F + +/** + * Source state (query only). + * Type: ALint + * Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED] + */ +#define AL_SOURCE_STATE 0x1010 + +/** Source state value. */ +#define AL_INITIAL 0x1011 +#define AL_PLAYING 0x1012 +#define AL_PAUSED 0x1013 +#define AL_STOPPED 0x1014 + +/** + * Source Buffer Queue size (query only). + * Type: ALint + * + * The number of buffers queued using alSourceQueueBuffers, minus the buffers + * removed with alSourceUnqueueBuffers. + */ +#define AL_BUFFERS_QUEUED 0x1015 + +/** + * Source Buffer Queue processed count (query only). + * Type: ALint + * + * The number of queued buffers that have been fully processed, and can be + * removed with alSourceUnqueueBuffers. + * + * Looping sources will never fully process buffers because they will be set to + * play again for when the source loops. + */ +#define AL_BUFFERS_PROCESSED 0x1016 + +/** + * Source reference distance. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * The distance in units that no attenuation occurs. + * + * At 0.0, no distance attenuation ever occurs on non-linear attenuation models. + */ +#define AL_REFERENCE_DISTANCE 0x1020 + +/** + * Source rolloff factor. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * Multiplier to exaggerate or diminish distance attenuation. + * + * At 0.0, no distance attenuation ever occurs. + */ +#define AL_ROLLOFF_FACTOR 0x1021 + +/** + * Outer cone gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * Default: 0.0 + * + * The gain attenuation applied when the listener is outside of the source's + * outer cone. + */ +#define AL_CONE_OUTER_GAIN 0x1022 + +/** + * Source maximum distance. + * Type: ALfloat + * Range: [0.0 - ] + * Default: +inf + * + * The distance above which the source is not attenuated any further with a + * clamped distance model, or where attenuation reaches 0.0 gain for linear + * distance models with a default rolloff factor. + */ +#define AL_MAX_DISTANCE 0x1023 + +/** Source buffer position, in seconds */ +#define AL_SEC_OFFSET 0x1024 +/** Source buffer position, in sample frames */ +#define AL_SAMPLE_OFFSET 0x1025 +/** Source buffer position, in bytes */ +#define AL_BYTE_OFFSET 0x1026 + +/** + * Source type (query only). + * Type: ALint + * Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED] + * + * A Source is Static if a Buffer has been attached using AL_BUFFER. + * + * A Source is Streaming if one or more Buffers have been attached using + * alSourceQueueBuffers. + * + * A Source is Undetermined when it has the NULL buffer attached using + * AL_BUFFER. + */ +#define AL_SOURCE_TYPE 0x1027 + +/** Source type value. */ +#define AL_STATIC 0x1028 +#define AL_STREAMING 0x1029 +#define AL_UNDETERMINED 0x1030 + +/** Buffer format specifier. */ +#define AL_FORMAT_MONO8 0x1100 +#define AL_FORMAT_MONO16 0x1101 +#define AL_FORMAT_STEREO8 0x1102 +#define AL_FORMAT_STEREO16 0x1103 + +/** Buffer frequency (query only). */ +#define AL_FREQUENCY 0x2001 +/** Buffer bits per sample (query only). */ +#define AL_BITS 0x2002 +/** Buffer channel count (query only). */ +#define AL_CHANNELS 0x2003 +/** Buffer data size (query only). */ +#define AL_SIZE 0x2004 + +/** + * Buffer state. + * + * Not for public use. + */ +#define AL_UNUSED 0x2010 +#define AL_PENDING 0x2011 +#define AL_PROCESSED 0x2012 + + +/** No error. */ +#define AL_NO_ERROR 0 + +/** Invalid name paramater passed to AL call. */ +#define AL_INVALID_NAME 0xA001 + +/** Invalid enum parameter passed to AL call. */ +#define AL_INVALID_ENUM 0xA002 + +/** Invalid value parameter passed to AL call. */ +#define AL_INVALID_VALUE 0xA003 + +/** Illegal AL call. */ +#define AL_INVALID_OPERATION 0xA004 + +/** Not enough memory. */ +#define AL_OUT_OF_MEMORY 0xA005 + + +/** Context string: Vendor ID. */ +#define AL_VENDOR 0xB001 +/** Context string: Version. */ +#define AL_VERSION 0xB002 +/** Context string: Renderer ID. */ +#define AL_RENDERER 0xB003 +/** Context string: Space-separated extension list. */ +#define AL_EXTENSIONS 0xB004 + + +/** + * Doppler scale. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * Scale for source and listener velocities. + */ +#define AL_DOPPLER_FACTOR 0xC000 +AL_API void AL_APIENTRY alDopplerFactor(ALfloat value); + +/** + * Doppler velocity (deprecated). + * + * A multiplier applied to the Speed of Sound. + */ +#define AL_DOPPLER_VELOCITY 0xC001 +AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value); + +/** + * Speed of Sound, in units per second. + * Type: ALfloat + * Range: [0.0001 - ] + * Default: 343.3 + * + * The speed at which sound waves are assumed to travel, when calculating the + * doppler effect. + */ +#define AL_SPEED_OF_SOUND 0xC003 +AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value); + +/** + * Distance attenuation model. + * Type: ALint + * Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED, + * AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED, + * AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED] + * Default: AL_INVERSE_DISTANCE_CLAMPED + * + * The model by which sources attenuate with distance. + * + * None - No distance attenuation. + * Inverse - Doubling the distance halves the source gain. + * Linear - Linear gain scaling between the reference and max distances. + * Exponent - Exponential gain dropoff. + * + * Clamped variations work like the non-clamped counterparts, except the + * distance calculated is clamped between the reference and max distances. + */ +#define AL_DISTANCE_MODEL 0xD000 +AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel); + +/** Distance model value. */ +#define AL_INVERSE_DISTANCE 0xD001 +#define AL_INVERSE_DISTANCE_CLAMPED 0xD002 +#define AL_LINEAR_DISTANCE 0xD003 +#define AL_LINEAR_DISTANCE_CLAMPED 0xD004 +#define AL_EXPONENT_DISTANCE 0xD005 +#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006 + +/** Renderer State management. */ +AL_API void AL_APIENTRY alEnable(ALenum capability); +AL_API void AL_APIENTRY alDisable(ALenum capability); +AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability); + +/** State retrieval. */ +AL_API const ALchar* AL_APIENTRY alGetString(ALenum param); +AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values); +AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values); +AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values); +AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param); +AL_API ALint AL_APIENTRY alGetInteger(ALenum param); +AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param); +AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param); + +/** + * Error retrieval. + * + * Obtain the first error generated in the AL context since the last check. + */ +AL_API ALenum AL_APIENTRY alGetError(void); + +/** + * Extension support. + * + * Query for the presence of an extension, and obtain any appropriate function + * pointers and enum values. + */ +AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname); +AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname); +AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename); + + +/** Set Listener parameters */ +AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value); +AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value); +AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values); + +/** Get Listener parameters */ +AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values); + + +/** Create Source objects. */ +AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources); +/** Delete Source objects. */ +AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources); +/** Verify a handle is a valid Source. */ +AL_API ALboolean AL_APIENTRY alIsSource(ALuint source); + +/** Set Source parameters. */ +AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value); +AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value); +AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values); + +/** Get Source parameters. */ +AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values); + + +/** Play, replay, or resume (if paused) a list of Sources */ +AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources); +/** Stop a list of Sources */ +AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources); +/** Rewind a list of Sources */ +AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources); +/** Pause a list of Sources */ +AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources); + +/** Play, replay, or resume a Source */ +AL_API void AL_APIENTRY alSourcePlay(ALuint source); +/** Stop a Source */ +AL_API void AL_APIENTRY alSourceStop(ALuint source); +/** Rewind a Source (set playback postiton to beginning) */ +AL_API void AL_APIENTRY alSourceRewind(ALuint source); +/** Pause a Source */ +AL_API void AL_APIENTRY alSourcePause(ALuint source); + +/** Queue buffers onto a source */ +AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers); +/** Unqueue processed buffers from a source */ +AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers); + + +/** Create Buffer objects */ +AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers); +/** Delete Buffer objects */ +AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers); +/** Verify a handle is a valid Buffer */ +AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer); + +/** Specifies the data to be copied into a buffer */ +AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); + +/** Set Buffer parameters, */ +AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value); +AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value); +AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values); + +/** Get Buffer parameters. */ +AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values); + +/** Pointer-to-function type, useful for dynamically getting AL entry points. */ +typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability); +typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability); +typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability); +typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param); +typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values); +typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values); +typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param); +typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param); +typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param); +typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param); +typedef ALenum (AL_APIENTRY *LPALGETERROR)(void); +typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname); +typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname); +typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename); +typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources); +typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources); +typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers); +typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers); +typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers); +typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers); +typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer); +typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); +typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value); +typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value); +typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value); +typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel); + +#if defined(__cplusplus) +} /* extern "C" */ +#endif + +#endif /* AL_AL_H */ diff --git a/project/vs2015/external/openal_soft/include/AL/alc.h b/project/vs2015/external/openal_soft/include/AL/alc.h new file mode 100644 index 00000000..294e8b33 --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/alc.h @@ -0,0 +1,237 @@ +#ifndef AL_ALC_H +#define AL_ALC_H + +#if defined(__cplusplus) +extern "C" { +#endif + +#ifndef ALC_API + #if defined(AL_LIBTYPE_STATIC) + #define ALC_API + #elif defined(_WIN32) + #define ALC_API __declspec(dllimport) + #else + #define ALC_API extern + #endif +#endif + +#if defined(_WIN32) + #define ALC_APIENTRY __cdecl +#else + #define ALC_APIENTRY +#endif + + +/** Deprecated macro. */ +#define ALCAPI ALC_API +#define ALCAPIENTRY ALC_APIENTRY +#define ALC_INVALID 0 + +/** Supported ALC version? */ +#define ALC_VERSION_0_1 1 + +/** Opaque device handle */ +typedef struct ALCdevice_struct ALCdevice; +/** Opaque context handle */ +typedef struct ALCcontext_struct ALCcontext; + +/** 8-bit boolean */ +typedef char ALCboolean; + +/** character */ +typedef char ALCchar; + +/** signed 8-bit 2's complement integer */ +typedef signed char ALCbyte; + +/** unsigned 8-bit integer */ +typedef unsigned char ALCubyte; + +/** signed 16-bit 2's complement integer */ +typedef short ALCshort; + +/** unsigned 16-bit integer */ +typedef unsigned short ALCushort; + +/** signed 32-bit 2's complement integer */ +typedef int ALCint; + +/** unsigned 32-bit integer */ +typedef unsigned int ALCuint; + +/** non-negative 32-bit binary integer size */ +typedef int ALCsizei; + +/** enumerated 32-bit value */ +typedef int ALCenum; + +/** 32-bit IEEE754 floating-point */ +typedef float ALCfloat; + +/** 64-bit IEEE754 floating-point */ +typedef double ALCdouble; + +/** void type (for opaque pointers only) */ +typedef void ALCvoid; + + +/* Enumerant values begin at column 50. No tabs. */ + +/** Boolean False. */ +#define ALC_FALSE 0 + +/** Boolean True. */ +#define ALC_TRUE 1 + +/** Context attribute: Hz. */ +#define ALC_FREQUENCY 0x1007 + +/** Context attribute: Hz. */ +#define ALC_REFRESH 0x1008 + +/** Context attribute: AL_TRUE or AL_FALSE. */ +#define ALC_SYNC 0x1009 + +/** Context attribute: requested Mono (3D) Sources. */ +#define ALC_MONO_SOURCES 0x1010 + +/** Context attribute: requested Stereo Sources. */ +#define ALC_STEREO_SOURCES 0x1011 + +/** No error. */ +#define ALC_NO_ERROR 0 + +/** Invalid device handle. */ +#define ALC_INVALID_DEVICE 0xA001 + +/** Invalid context handle. */ +#define ALC_INVALID_CONTEXT 0xA002 + +/** Invalid enum parameter passed to an ALC call. */ +#define ALC_INVALID_ENUM 0xA003 + +/** Invalid value parameter passed to an ALC call. */ +#define ALC_INVALID_VALUE 0xA004 + +/** Out of memory. */ +#define ALC_OUT_OF_MEMORY 0xA005 + + +/** Runtime ALC version. */ +#define ALC_MAJOR_VERSION 0x1000 +#define ALC_MINOR_VERSION 0x1001 + +/** Context attribute list properties. */ +#define ALC_ATTRIBUTES_SIZE 0x1002 +#define ALC_ALL_ATTRIBUTES 0x1003 + +/** String for the default device specifier. */ +#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004 +/** + * String for the given device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known device specifiers (list ends with an empty string). + */ +#define ALC_DEVICE_SPECIFIER 0x1005 +/** String for space-separated list of ALC extensions. */ +#define ALC_EXTENSIONS 0x1006 + + +/** Capture extension */ +#define ALC_EXT_CAPTURE 1 +/** + * String for the given capture device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known capture device specifiers (list ends with an empty string). + */ +#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310 +/** String for the default capture device specifier. */ +#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311 +/** Number of sample frames available for capture. */ +#define ALC_CAPTURE_SAMPLES 0x312 + + +/** Enumerate All extension */ +#define ALC_ENUMERATE_ALL_EXT 1 +/** String for the default extended device specifier. */ +#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012 +/** + * String for the given extended device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known extended device specifiers (list ends with an empty string). + */ +#define ALC_ALL_DEVICES_SPECIFIER 0x1013 + + +/** Context management. */ +ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist); +ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context); +ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context); +ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context); +ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context); +ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void); +ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context); + +/** Device management. */ +ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename); +ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device); + + +/** + * Error support. + * + * Obtain the most recent Device error. + */ +ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device); + +/** + * Extension support. + * + * Query for the presence of an extension, and obtain any appropriate + * function pointers and enum values. + */ +ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname); +ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname); +ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname); + +/** Query function. */ +ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param); +ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); + +/** Capture function. */ +ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); +ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); + +/** Pointer-to-function type, useful for dynamically getting ALC entry points. */ +typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist); +typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context); +typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void); +typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context); +typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename); +typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device); +typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device); +typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname); +typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname); +typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname); +typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param); +typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); +typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); +typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); + +#if defined(__cplusplus) +} +#endif + +#endif /* AL_ALC_H */ diff --git a/project/vs2015/external/openal_soft/include/AL/alext.h b/project/vs2015/external/openal_soft/include/AL/alext.h new file mode 100644 index 00000000..6af581aa --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/alext.h @@ -0,0 +1,438 @@ +/** + * OpenAL cross platform audio library + * Copyright (C) 2008 by authors. + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the + * Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + * Or go to http://www.gnu.org/copyleft/lgpl.html + */ + +#ifndef AL_ALEXT_H +#define AL_ALEXT_H + +#include +/* Define int64_t and uint64_t types */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include +#elif defined(_WIN32) && defined(__GNUC__) +#include +#elif defined(_WIN32) +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include +#endif + +#include "alc.h" +#include "al.h" + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef AL_LOKI_IMA_ADPCM_format +#define AL_LOKI_IMA_ADPCM_format 1 +#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000 +#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001 +#endif + +#ifndef AL_LOKI_WAVE_format +#define AL_LOKI_WAVE_format 1 +#define AL_FORMAT_WAVE_EXT 0x10002 +#endif + +#ifndef AL_EXT_vorbis +#define AL_EXT_vorbis 1 +#define AL_FORMAT_VORBIS_EXT 0x10003 +#endif + +#ifndef AL_LOKI_quadriphonic +#define AL_LOKI_quadriphonic 1 +#define AL_FORMAT_QUAD8_LOKI 0x10004 +#define AL_FORMAT_QUAD16_LOKI 0x10005 +#endif + +#ifndef AL_EXT_float32 +#define AL_EXT_float32 1 +#define AL_FORMAT_MONO_FLOAT32 0x10010 +#define AL_FORMAT_STEREO_FLOAT32 0x10011 +#endif + +#ifndef AL_EXT_double +#define AL_EXT_double 1 +#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012 +#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013 +#endif + +#ifndef AL_EXT_MULAW +#define AL_EXT_MULAW 1 +#define AL_FORMAT_MONO_MULAW_EXT 0x10014 +#define AL_FORMAT_STEREO_MULAW_EXT 0x10015 +#endif + +#ifndef AL_EXT_ALAW +#define AL_EXT_ALAW 1 +#define AL_FORMAT_MONO_ALAW_EXT 0x10016 +#define AL_FORMAT_STEREO_ALAW_EXT 0x10017 +#endif + +#ifndef ALC_LOKI_audio_channel +#define ALC_LOKI_audio_channel 1 +#define ALC_CHAN_MAIN_LOKI 0x500001 +#define ALC_CHAN_PCM_LOKI 0x500002 +#define ALC_CHAN_CD_LOKI 0x500003 +#endif + +#ifndef AL_EXT_MCFORMATS +#define AL_EXT_MCFORMATS 1 +#define AL_FORMAT_QUAD8 0x1204 +#define AL_FORMAT_QUAD16 0x1205 +#define AL_FORMAT_QUAD32 0x1206 +#define AL_FORMAT_REAR8 0x1207 +#define AL_FORMAT_REAR16 0x1208 +#define AL_FORMAT_REAR32 0x1209 +#define AL_FORMAT_51CHN8 0x120A +#define AL_FORMAT_51CHN16 0x120B +#define AL_FORMAT_51CHN32 0x120C +#define AL_FORMAT_61CHN8 0x120D +#define AL_FORMAT_61CHN16 0x120E +#define AL_FORMAT_61CHN32 0x120F +#define AL_FORMAT_71CHN8 0x1210 +#define AL_FORMAT_71CHN16 0x1211 +#define AL_FORMAT_71CHN32 0x1212 +#endif + +#ifndef AL_EXT_MULAW_MCFORMATS +#define AL_EXT_MULAW_MCFORMATS 1 +#define AL_FORMAT_MONO_MULAW 0x10014 +#define AL_FORMAT_STEREO_MULAW 0x10015 +#define AL_FORMAT_QUAD_MULAW 0x10021 +#define AL_FORMAT_REAR_MULAW 0x10022 +#define AL_FORMAT_51CHN_MULAW 0x10023 +#define AL_FORMAT_61CHN_MULAW 0x10024 +#define AL_FORMAT_71CHN_MULAW 0x10025 +#endif + +#ifndef AL_EXT_IMA4 +#define AL_EXT_IMA4 1 +#define AL_FORMAT_MONO_IMA4 0x1300 +#define AL_FORMAT_STEREO_IMA4 0x1301 +#endif + +#ifndef AL_EXT_STATIC_BUFFER +#define AL_EXT_STATIC_BUFFER 1 +typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq); +#endif +#endif + +#ifndef ALC_EXT_EFX +#define ALC_EXT_EFX 1 +#include "efx.h" +#endif + +#ifndef ALC_EXT_disconnect +#define ALC_EXT_disconnect 1 +#define ALC_CONNECTED 0x313 +#endif + +#ifndef ALC_EXT_thread_local_context +#define ALC_EXT_thread_local_context 1 +typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context); +typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context); +ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void); +#endif +#endif + +#ifndef AL_EXT_source_distance_model +#define AL_EXT_source_distance_model 1 +#define AL_SOURCE_DISTANCE_MODEL 0x200 +#endif + +#ifndef AL_SOFT_buffer_sub_data +#define AL_SOFT_buffer_sub_data 1 +#define AL_BYTE_RW_OFFSETS_SOFT 0x1031 +#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032 +typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length); +#endif +#endif + +#ifndef AL_SOFT_loop_points +#define AL_SOFT_loop_points 1 +#define AL_LOOP_POINTS_SOFT 0x2015 +#endif + +#ifndef AL_EXT_FOLDBACK +#define AL_EXT_FOLDBACK 1 +#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK" +#define AL_FOLDBACK_EVENT_BLOCK 0x4112 +#define AL_FOLDBACK_EVENT_START 0x4111 +#define AL_FOLDBACK_EVENT_STOP 0x4113 +#define AL_FOLDBACK_MODE_MONO 0x4101 +#define AL_FOLDBACK_MODE_STEREO 0x4102 +typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei); +typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK); +typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback); +AL_API void AL_APIENTRY alRequestFoldbackStop(void); +#endif +#endif + +#ifndef ALC_EXT_DEDICATED +#define ALC_EXT_DEDICATED 1 +#define AL_DEDICATED_GAIN 0x0001 +#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001 +#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000 +#endif + +#ifndef AL_SOFT_buffer_samples +#define AL_SOFT_buffer_samples 1 +/* Channel configurations */ +#define AL_MONO_SOFT 0x1500 +#define AL_STEREO_SOFT 0x1501 +#define AL_REAR_SOFT 0x1502 +#define AL_QUAD_SOFT 0x1503 +#define AL_5POINT1_SOFT 0x1504 +#define AL_6POINT1_SOFT 0x1505 +#define AL_7POINT1_SOFT 0x1506 + +/* Sample types */ +#define AL_BYTE_SOFT 0x1400 +#define AL_UNSIGNED_BYTE_SOFT 0x1401 +#define AL_SHORT_SOFT 0x1402 +#define AL_UNSIGNED_SHORT_SOFT 0x1403 +#define AL_INT_SOFT 0x1404 +#define AL_UNSIGNED_INT_SOFT 0x1405 +#define AL_FLOAT_SOFT 0x1406 +#define AL_DOUBLE_SOFT 0x1407 +#define AL_BYTE3_SOFT 0x1408 +#define AL_UNSIGNED_BYTE3_SOFT 0x1409 + +/* Storage formats */ +#define AL_MONO8_SOFT 0x1100 +#define AL_MONO16_SOFT 0x1101 +#define AL_MONO32F_SOFT 0x10010 +#define AL_STEREO8_SOFT 0x1102 +#define AL_STEREO16_SOFT 0x1103 +#define AL_STEREO32F_SOFT 0x10011 +#define AL_QUAD8_SOFT 0x1204 +#define AL_QUAD16_SOFT 0x1205 +#define AL_QUAD32F_SOFT 0x1206 +#define AL_REAR8_SOFT 0x1207 +#define AL_REAR16_SOFT 0x1208 +#define AL_REAR32F_SOFT 0x1209 +#define AL_5POINT1_8_SOFT 0x120A +#define AL_5POINT1_16_SOFT 0x120B +#define AL_5POINT1_32F_SOFT 0x120C +#define AL_6POINT1_8_SOFT 0x120D +#define AL_6POINT1_16_SOFT 0x120E +#define AL_6POINT1_32F_SOFT 0x120F +#define AL_7POINT1_8_SOFT 0x1210 +#define AL_7POINT1_16_SOFT 0x1211 +#define AL_7POINT1_32F_SOFT 0x1212 + +/* Buffer attributes */ +#define AL_INTERNAL_FORMAT_SOFT 0x2008 +#define AL_BYTE_LENGTH_SOFT 0x2009 +#define AL_SAMPLE_LENGTH_SOFT 0x200A +#define AL_SEC_LENGTH_SOFT 0x200B + +typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*); +typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*); +typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*); +typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); +AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); +AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data); +AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format); +#endif +#endif + +#ifndef AL_SOFT_direct_channels +#define AL_SOFT_direct_channels 1 +#define AL_DIRECT_CHANNELS_SOFT 0x1033 +#endif + +#ifndef ALC_SOFT_loopback +#define ALC_SOFT_loopback 1 +#define ALC_FORMAT_CHANNELS_SOFT 0x1990 +#define ALC_FORMAT_TYPE_SOFT 0x1991 + +/* Sample types */ +#define ALC_BYTE_SOFT 0x1400 +#define ALC_UNSIGNED_BYTE_SOFT 0x1401 +#define ALC_SHORT_SOFT 0x1402 +#define ALC_UNSIGNED_SHORT_SOFT 0x1403 +#define ALC_INT_SOFT 0x1404 +#define ALC_UNSIGNED_INT_SOFT 0x1405 +#define ALC_FLOAT_SOFT 0x1406 + +/* Channel configurations */ +#define ALC_MONO_SOFT 0x1500 +#define ALC_STEREO_SOFT 0x1501 +#define ALC_QUAD_SOFT 0x1503 +#define ALC_5POINT1_SOFT 0x1504 +#define ALC_6POINT1_SOFT 0x1505 +#define ALC_7POINT1_SOFT 0x1506 + +typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*); +typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum); +typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName); +ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type); +ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); +#endif +#endif + +#ifndef AL_EXT_STEREO_ANGLES +#define AL_EXT_STEREO_ANGLES 1 +#define AL_STEREO_ANGLES 0x1030 +#endif + +#ifndef AL_EXT_SOURCE_RADIUS +#define AL_EXT_SOURCE_RADIUS 1 +#define AL_SOURCE_RADIUS 0x1031 +#endif + +#ifndef AL_SOFT_source_latency +#define AL_SOFT_source_latency 1 +#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200 +#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201 +typedef int64_t ALint64SOFT; +typedef uint64_t ALuint64SOFT; +typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble); +typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble); +typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*); +typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT); +typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT); +typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value); +AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3); +AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values); +AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value); +AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3); +AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values); +AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value); +AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3); +AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values); +AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value); +AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3); +AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values); +#endif +#endif + +#ifndef ALC_EXT_DEFAULT_FILTER_ORDER +#define ALC_EXT_DEFAULT_FILTER_ORDER 1 +#define ALC_DEFAULT_FILTER_ORDER 0x1100 +#endif + +#ifndef AL_SOFT_deferred_updates +#define AL_SOFT_deferred_updates 1 +#define AL_DEFERRED_UPDATES_SOFT 0xC002 +typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void); +typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void); +AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void); +#endif +#endif + +#ifndef AL_SOFT_block_alignment +#define AL_SOFT_block_alignment 1 +#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C +#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D +#endif + +#ifndef AL_SOFT_MSADPCM +#define AL_SOFT_MSADPCM 1 +#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302 +#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303 +#endif + +#ifndef AL_SOFT_source_length +#define AL_SOFT_source_length 1 +/*#define AL_BYTE_LENGTH_SOFT 0x2009*/ +/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/ +/*#define AL_SEC_LENGTH_SOFT 0x200B*/ +#endif + +#ifndef ALC_SOFT_pause_device +#define ALC_SOFT_pause_device 1 +typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device); +typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device); +ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device); +#endif +#endif + +#ifndef AL_EXT_BFORMAT +#define AL_EXT_BFORMAT 1 +#define AL_FORMAT_BFORMAT2D_8 0x20021 +#define AL_FORMAT_BFORMAT2D_16 0x20022 +#define AL_FORMAT_BFORMAT2D_FLOAT32 0x20023 +#define AL_FORMAT_BFORMAT3D_8 0x20031 +#define AL_FORMAT_BFORMAT3D_16 0x20032 +#define AL_FORMAT_BFORMAT3D_FLOAT32 0x20033 +#endif + +#ifndef AL_EXT_MULAW_BFORMAT +#define AL_EXT_MULAW_BFORMAT 1 +#define AL_FORMAT_BFORMAT2D_MULAW 0x10031 +#define AL_FORMAT_BFORMAT3D_MULAW 0x10032 +#endif + +#ifndef ALC_SOFT_HRTF +#define ALC_SOFT_HRTF 1 +#define ALC_HRTF_SOFT 0x1992 +#define ALC_DONT_CARE_SOFT 0x0002 +#define ALC_HRTF_STATUS_SOFT 0x1993 +#define ALC_HRTF_DISABLED_SOFT 0x0000 +#define ALC_HRTF_ENABLED_SOFT 0x0001 +#define ALC_HRTF_DENIED_SOFT 0x0002 +#define ALC_HRTF_REQUIRED_SOFT 0x0003 +#define ALC_HRTF_HEADPHONES_DETECTED_SOFT 0x0004 +#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT 0x0005 +#define ALC_NUM_HRTF_SPECIFIERS_SOFT 0x1994 +#define ALC_HRTF_SPECIFIER_SOFT 0x1995 +#define ALC_HRTF_ID_SOFT 0x1996 +typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index); +typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index); +ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs); +#endif +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/project/vs2015/external/openal_soft/include/AL/efx-creative.h b/project/vs2015/external/openal_soft/include/AL/efx-creative.h new file mode 100644 index 00000000..0a04c982 --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/efx-creative.h @@ -0,0 +1,3 @@ +/* The tokens that would be defined here are already defined in efx.h. This + * empty file is here to provide compatibility with Windows-based projects + * that would include it. */ diff --git a/project/vs2015/external/openal_soft/include/AL/efx-presets.h b/project/vs2015/external/openal_soft/include/AL/efx-presets.h new file mode 100644 index 00000000..8539fd51 --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/efx-presets.h @@ -0,0 +1,402 @@ +/* Reverb presets for EFX */ + +#ifndef EFX_PRESETS_H +#define EFX_PRESETS_H + +#ifndef EFXEAXREVERBPROPERTIES_DEFINED +#define EFXEAXREVERBPROPERTIES_DEFINED +typedef struct { + float flDensity; + float flDiffusion; + float flGain; + float flGainHF; + float flGainLF; + float flDecayTime; + float flDecayHFRatio; + float flDecayLFRatio; + float flReflectionsGain; + float flReflectionsDelay; + float flReflectionsPan[3]; + float flLateReverbGain; + float flLateReverbDelay; + float flLateReverbPan[3]; + float flEchoTime; + float flEchoDepth; + float flModulationTime; + float flModulationDepth; + float flAirAbsorptionGainHF; + float flHFReference; + float flLFReference; + float flRoomRolloffFactor; + int iDecayHFLimit; +} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES; +#endif + +/* Default Presets */ + +#define EFX_REVERB_PRESET_GENERIC \ + { 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PADDEDCELL \ + { 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ROOM \ + { 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_BATHROOM \ + { 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_LIVINGROOM \ + { 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_STONEROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_AUDITORIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CONCERTHALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CAVE \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_ARENA \ + { 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_HANGAR \ + { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CARPETEDHALLWAY \ + { 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_HALLWAY \ + { 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_STONECORRIDOR \ + { 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ALLEY \ + { 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FOREST \ + { 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY \ + { 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_MOUNTAINS \ + { 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_QUARRY \ + { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PLAIN \ + { 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PARKINGLOT \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SEWERPIPE \ + { 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_UNDERWATER \ + { 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRUGGED \ + { 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DIZZY \ + { 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PSYCHOTIC \ + { 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Castle Presets */ + +#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \ + { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \ + { 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \ + { 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \ + { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \ + { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_HALL \ + { 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \ + { 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_COURTYARD \ + { 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CASTLE_ALCOVE \ + { 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +/* Factory Presets */ + +#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \ + { 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \ + { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \ + { 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \ + { 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \ + { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_HALL \ + { 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \ + { 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_COURTYARD \ + { 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_ALCOVE \ + { 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +/* Ice Palace Presets */ + +#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \ + { 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \ + { 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \ + { 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \ + { 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_HALL \ + { 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \ + { 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \ + { 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +/* Space Station Presets */ + +#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \ + { 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \ + { 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \ + { 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \ + { 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \ + { 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_HALL \ + { 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \ + { 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \ + { 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +/* Wooden Galleon Presets */ + +#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_HALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \ + { 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_COURTYARD \ + { 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_ALCOVE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +/* Sports Presets */ + +#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \ + { 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \ + { 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \ + { 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \ + { 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \ + { 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +/* Prefab Presets */ + +#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \ + { 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \ + { 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \ + { 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \ + { 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PREFAB_CARAVAN \ + { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Dome and Pipe Presets */ + +#define EFX_REVERB_PRESET_DOME_TOMB \ + { 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PIPE_SMALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DOME_SAINTPAULS \ + { 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PIPE_LONGTHIN \ + { 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PIPE_LARGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PIPE_RESONANT \ + { 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +/* Outdoors Presets */ + +#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \ + { 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \ + { 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \ + { 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_CREEK \ + { 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \ + { 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +/* Mood Presets */ + +#define EFX_REVERB_PRESET_MOOD_HEAVEN \ + { 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_MOOD_HELL \ + { 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_MOOD_MEMORY \ + { 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Driving Presets */ + +#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \ + { 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \ + { 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \ + { 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \ + { 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \ + { 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \ + { 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_TUNNEL \ + { 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 } + +/* City Presets */ + +#define EFX_REVERB_PRESET_CITY_STREETS \ + { 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_SUBWAY \ + { 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_MUSEUM \ + { 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CITY_LIBRARY \ + { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CITY_UNDERPASS \ + { 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_ABANDONED \ + { 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +/* Misc. Presets */ + +#define EFX_REVERB_PRESET_DUSTYROOM \ + { 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CHAPEL \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SMALLWATERROOM \ + { 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#endif /* EFX_PRESETS_H */ diff --git a/project/vs2015/external/openal_soft/include/AL/efx.h b/project/vs2015/external/openal_soft/include/AL/efx.h new file mode 100644 index 00000000..57766983 --- /dev/null +++ b/project/vs2015/external/openal_soft/include/AL/efx.h @@ -0,0 +1,761 @@ +#ifndef AL_EFX_H +#define AL_EFX_H + + +#include "alc.h" +#include "al.h" + +#ifdef __cplusplus +extern "C" { +#endif + +#define ALC_EXT_EFX_NAME "ALC_EXT_EFX" + +#define ALC_EFX_MAJOR_VERSION 0x20001 +#define ALC_EFX_MINOR_VERSION 0x20002 +#define ALC_MAX_AUXILIARY_SENDS 0x20003 + + +/* Listener properties. */ +#define AL_METERS_PER_UNIT 0x20004 + +/* Source properties. */ +#define AL_DIRECT_FILTER 0x20005 +#define AL_AUXILIARY_SEND_FILTER 0x20006 +#define AL_AIR_ABSORPTION_FACTOR 0x20007 +#define AL_ROOM_ROLLOFF_FACTOR 0x20008 +#define AL_CONE_OUTER_GAINHF 0x20009 +#define AL_DIRECT_FILTER_GAINHF_AUTO 0x2000A +#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO 0x2000B +#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO 0x2000C + + +/* Effect properties. */ + +/* Reverb effect parameters */ +#define AL_REVERB_DENSITY 0x0001 +#define AL_REVERB_DIFFUSION 0x0002 +#define AL_REVERB_GAIN 0x0003 +#define AL_REVERB_GAINHF 0x0004 +#define AL_REVERB_DECAY_TIME 0x0005 +#define AL_REVERB_DECAY_HFRATIO 0x0006 +#define AL_REVERB_REFLECTIONS_GAIN 0x0007 +#define AL_REVERB_REFLECTIONS_DELAY 0x0008 +#define AL_REVERB_LATE_REVERB_GAIN 0x0009 +#define AL_REVERB_LATE_REVERB_DELAY 0x000A +#define AL_REVERB_AIR_ABSORPTION_GAINHF 0x000B +#define AL_REVERB_ROOM_ROLLOFF_FACTOR 0x000C +#define AL_REVERB_DECAY_HFLIMIT 0x000D + +/* EAX Reverb effect parameters */ +#define AL_EAXREVERB_DENSITY 0x0001 +#define AL_EAXREVERB_DIFFUSION 0x0002 +#define AL_EAXREVERB_GAIN 0x0003 +#define AL_EAXREVERB_GAINHF 0x0004 +#define AL_EAXREVERB_GAINLF 0x0005 +#define AL_EAXREVERB_DECAY_TIME 0x0006 +#define AL_EAXREVERB_DECAY_HFRATIO 0x0007 +#define AL_EAXREVERB_DECAY_LFRATIO 0x0008 +#define AL_EAXREVERB_REFLECTIONS_GAIN 0x0009 +#define AL_EAXREVERB_REFLECTIONS_DELAY 0x000A +#define AL_EAXREVERB_REFLECTIONS_PAN 0x000B +#define AL_EAXREVERB_LATE_REVERB_GAIN 0x000C +#define AL_EAXREVERB_LATE_REVERB_DELAY 0x000D +#define AL_EAXREVERB_LATE_REVERB_PAN 0x000E +#define AL_EAXREVERB_ECHO_TIME 0x000F +#define AL_EAXREVERB_ECHO_DEPTH 0x0010 +#define AL_EAXREVERB_MODULATION_TIME 0x0011 +#define AL_EAXREVERB_MODULATION_DEPTH 0x0012 +#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF 0x0013 +#define AL_EAXREVERB_HFREFERENCE 0x0014 +#define AL_EAXREVERB_LFREFERENCE 0x0015 +#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR 0x0016 +#define AL_EAXREVERB_DECAY_HFLIMIT 0x0017 + +/* Chorus effect parameters */ +#define AL_CHORUS_WAVEFORM 0x0001 +#define AL_CHORUS_PHASE 0x0002 +#define AL_CHORUS_RATE 0x0003 +#define AL_CHORUS_DEPTH 0x0004 +#define AL_CHORUS_FEEDBACK 0x0005 +#define AL_CHORUS_DELAY 0x0006 + +/* Distortion effect parameters */ +#define AL_DISTORTION_EDGE 0x0001 +#define AL_DISTORTION_GAIN 0x0002 +#define AL_DISTORTION_LOWPASS_CUTOFF 0x0003 +#define AL_DISTORTION_EQCENTER 0x0004 +#define AL_DISTORTION_EQBANDWIDTH 0x0005 + +/* Echo effect parameters */ +#define AL_ECHO_DELAY 0x0001 +#define AL_ECHO_LRDELAY 0x0002 +#define AL_ECHO_DAMPING 0x0003 +#define AL_ECHO_FEEDBACK 0x0004 +#define AL_ECHO_SPREAD 0x0005 + +/* Flanger effect parameters */ +#define AL_FLANGER_WAVEFORM 0x0001 +#define AL_FLANGER_PHASE 0x0002 +#define AL_FLANGER_RATE 0x0003 +#define AL_FLANGER_DEPTH 0x0004 +#define AL_FLANGER_FEEDBACK 0x0005 +#define AL_FLANGER_DELAY 0x0006 + +/* Frequency shifter effect parameters */ +#define AL_FREQUENCY_SHIFTER_FREQUENCY 0x0001 +#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION 0x0002 +#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION 0x0003 + +/* Vocal morpher effect parameters */ +#define AL_VOCAL_MORPHER_PHONEMEA 0x0001 +#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING 0x0002 +#define AL_VOCAL_MORPHER_PHONEMEB 0x0003 +#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING 0x0004 +#define AL_VOCAL_MORPHER_WAVEFORM 0x0005 +#define AL_VOCAL_MORPHER_RATE 0x0006 + +/* Pitchshifter effect parameters */ +#define AL_PITCH_SHIFTER_COARSE_TUNE 0x0001 +#define AL_PITCH_SHIFTER_FINE_TUNE 0x0002 + +/* Ringmodulator effect parameters */ +#define AL_RING_MODULATOR_FREQUENCY 0x0001 +#define AL_RING_MODULATOR_HIGHPASS_CUTOFF 0x0002 +#define AL_RING_MODULATOR_WAVEFORM 0x0003 + +/* Autowah effect parameters */ +#define AL_AUTOWAH_ATTACK_TIME 0x0001 +#define AL_AUTOWAH_RELEASE_TIME 0x0002 +#define AL_AUTOWAH_RESONANCE 0x0003 +#define AL_AUTOWAH_PEAK_GAIN 0x0004 + +/* Compressor effect parameters */ +#define AL_COMPRESSOR_ONOFF 0x0001 + +/* Equalizer effect parameters */ +#define AL_EQUALIZER_LOW_GAIN 0x0001 +#define AL_EQUALIZER_LOW_CUTOFF 0x0002 +#define AL_EQUALIZER_MID1_GAIN 0x0003 +#define AL_EQUALIZER_MID1_CENTER 0x0004 +#define AL_EQUALIZER_MID1_WIDTH 0x0005 +#define AL_EQUALIZER_MID2_GAIN 0x0006 +#define AL_EQUALIZER_MID2_CENTER 0x0007 +#define AL_EQUALIZER_MID2_WIDTH 0x0008 +#define AL_EQUALIZER_HIGH_GAIN 0x0009 +#define AL_EQUALIZER_HIGH_CUTOFF 0x000A + +/* Effect type */ +#define AL_EFFECT_FIRST_PARAMETER 0x0000 +#define AL_EFFECT_LAST_PARAMETER 0x8000 +#define AL_EFFECT_TYPE 0x8001 + +/* Effect types, used with the AL_EFFECT_TYPE property */ +#define AL_EFFECT_NULL 0x0000 +#define AL_EFFECT_REVERB 0x0001 +#define AL_EFFECT_CHORUS 0x0002 +#define AL_EFFECT_DISTORTION 0x0003 +#define AL_EFFECT_ECHO 0x0004 +#define AL_EFFECT_FLANGER 0x0005 +#define AL_EFFECT_FREQUENCY_SHIFTER 0x0006 +#define AL_EFFECT_VOCAL_MORPHER 0x0007 +#define AL_EFFECT_PITCH_SHIFTER 0x0008 +#define AL_EFFECT_RING_MODULATOR 0x0009 +#define AL_EFFECT_AUTOWAH 0x000A +#define AL_EFFECT_COMPRESSOR 0x000B +#define AL_EFFECT_EQUALIZER 0x000C +#define AL_EFFECT_EAXREVERB 0x8000 + +/* Auxiliary Effect Slot properties. */ +#define AL_EFFECTSLOT_EFFECT 0x0001 +#define AL_EFFECTSLOT_GAIN 0x0002 +#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003 + +/* NULL Auxiliary Slot ID to disable a source send. */ +#define AL_EFFECTSLOT_NULL 0x0000 + + +/* Filter properties. */ + +/* Lowpass filter parameters */ +#define AL_LOWPASS_GAIN 0x0001 +#define AL_LOWPASS_GAINHF 0x0002 + +/* Highpass filter parameters */ +#define AL_HIGHPASS_GAIN 0x0001 +#define AL_HIGHPASS_GAINLF 0x0002 + +/* Bandpass filter parameters */ +#define AL_BANDPASS_GAIN 0x0001 +#define AL_BANDPASS_GAINLF 0x0002 +#define AL_BANDPASS_GAINHF 0x0003 + +/* Filter type */ +#define AL_FILTER_FIRST_PARAMETER 0x0000 +#define AL_FILTER_LAST_PARAMETER 0x8000 +#define AL_FILTER_TYPE 0x8001 + +/* Filter types, used with the AL_FILTER_TYPE property */ +#define AL_FILTER_NULL 0x0000 +#define AL_FILTER_LOWPASS 0x0001 +#define AL_FILTER_HIGHPASS 0x0002 +#define AL_FILTER_BANDPASS 0x0003 + + +/* Effect object function types. */ +typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint); +typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*); + +/* Filter object function types. */ +typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint); +typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*); + +/* Auxiliary Effect Slot object function types. */ +typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*); + +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects); +AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects); +AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect); +AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues); + +AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters); +AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters); +AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter); +AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues); + +AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots); +AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots); +AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues); +#endif + +/* Filter ranges and defaults. */ + +/* Lowpass filter */ +#define AL_LOWPASS_MIN_GAIN (0.0f) +#define AL_LOWPASS_MAX_GAIN (1.0f) +#define AL_LOWPASS_DEFAULT_GAIN (1.0f) + +#define AL_LOWPASS_MIN_GAINHF (0.0f) +#define AL_LOWPASS_MAX_GAINHF (1.0f) +#define AL_LOWPASS_DEFAULT_GAINHF (1.0f) + +/* Highpass filter */ +#define AL_HIGHPASS_MIN_GAIN (0.0f) +#define AL_HIGHPASS_MAX_GAIN (1.0f) +#define AL_HIGHPASS_DEFAULT_GAIN (1.0f) + +#define AL_HIGHPASS_MIN_GAINLF (0.0f) +#define AL_HIGHPASS_MAX_GAINLF (1.0f) +#define AL_HIGHPASS_DEFAULT_GAINLF (1.0f) + +/* Bandpass filter */ +#define AL_BANDPASS_MIN_GAIN (0.0f) +#define AL_BANDPASS_MAX_GAIN (1.0f) +#define AL_BANDPASS_DEFAULT_GAIN (1.0f) + +#define AL_BANDPASS_MIN_GAINHF (0.0f) +#define AL_BANDPASS_MAX_GAINHF (1.0f) +#define AL_BANDPASS_DEFAULT_GAINHF (1.0f) + +#define AL_BANDPASS_MIN_GAINLF (0.0f) +#define AL_BANDPASS_MAX_GAINLF (1.0f) +#define AL_BANDPASS_DEFAULT_GAINLF (1.0f) + + +/* Effect parameter ranges and defaults. */ + +/* Standard reverb effect */ +#define AL_REVERB_MIN_DENSITY (0.0f) +#define AL_REVERB_MAX_DENSITY (1.0f) +#define AL_REVERB_DEFAULT_DENSITY (1.0f) + +#define AL_REVERB_MIN_DIFFUSION (0.0f) +#define AL_REVERB_MAX_DIFFUSION (1.0f) +#define AL_REVERB_DEFAULT_DIFFUSION (1.0f) + +#define AL_REVERB_MIN_GAIN (0.0f) +#define AL_REVERB_MAX_GAIN (1.0f) +#define AL_REVERB_DEFAULT_GAIN (0.32f) + +#define AL_REVERB_MIN_GAINHF (0.0f) +#define AL_REVERB_MAX_GAINHF (1.0f) +#define AL_REVERB_DEFAULT_GAINHF (0.89f) + +#define AL_REVERB_MIN_DECAY_TIME (0.1f) +#define AL_REVERB_MAX_DECAY_TIME (20.0f) +#define AL_REVERB_DEFAULT_DECAY_TIME (1.49f) + +#define AL_REVERB_MIN_DECAY_HFRATIO (0.1f) +#define AL_REVERB_MAX_DECAY_HFRATIO (2.0f) +#define AL_REVERB_DEFAULT_DECAY_HFRATIO (0.83f) + +#define AL_REVERB_MIN_REFLECTIONS_GAIN (0.0f) +#define AL_REVERB_MAX_REFLECTIONS_GAIN (3.16f) +#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) + +#define AL_REVERB_MIN_REFLECTIONS_DELAY (0.0f) +#define AL_REVERB_MAX_REFLECTIONS_DELAY (0.3f) +#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) + +#define AL_REVERB_MIN_LATE_REVERB_GAIN (0.0f) +#define AL_REVERB_MAX_LATE_REVERB_GAIN (10.0f) +#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) + +#define AL_REVERB_MIN_LATE_REVERB_DELAY (0.0f) +#define AL_REVERB_MAX_LATE_REVERB_DELAY (0.1f) +#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) + +#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) +#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) +#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) + +#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_REVERB_MIN_DECAY_HFLIMIT AL_FALSE +#define AL_REVERB_MAX_DECAY_HFLIMIT AL_TRUE +#define AL_REVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE + +/* EAX reverb effect */ +#define AL_EAXREVERB_MIN_DENSITY (0.0f) +#define AL_EAXREVERB_MAX_DENSITY (1.0f) +#define AL_EAXREVERB_DEFAULT_DENSITY (1.0f) + +#define AL_EAXREVERB_MIN_DIFFUSION (0.0f) +#define AL_EAXREVERB_MAX_DIFFUSION (1.0f) +#define AL_EAXREVERB_DEFAULT_DIFFUSION (1.0f) + +#define AL_EAXREVERB_MIN_GAIN (0.0f) +#define AL_EAXREVERB_MAX_GAIN (1.0f) +#define AL_EAXREVERB_DEFAULT_GAIN (0.32f) + +#define AL_EAXREVERB_MIN_GAINHF (0.0f) +#define AL_EAXREVERB_MAX_GAINHF (1.0f) +#define AL_EAXREVERB_DEFAULT_GAINHF (0.89f) + +#define AL_EAXREVERB_MIN_GAINLF (0.0f) +#define AL_EAXREVERB_MAX_GAINLF (1.0f) +#define AL_EAXREVERB_DEFAULT_GAINLF (1.0f) + +#define AL_EAXREVERB_MIN_DECAY_TIME (0.1f) +#define AL_EAXREVERB_MAX_DECAY_TIME (20.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_TIME (1.49f) + +#define AL_EAXREVERB_MIN_DECAY_HFRATIO (0.1f) +#define AL_EAXREVERB_MAX_DECAY_HFRATIO (2.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO (0.83f) + +#define AL_EAXREVERB_MIN_DECAY_LFRATIO (0.1f) +#define AL_EAXREVERB_MAX_DECAY_LFRATIO (2.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO (1.0f) + +#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN (0.0f) +#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN (3.16f) +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) + +#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY (0.0f) +#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY (0.3f) +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) + +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f) + +#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN (0.0f) +#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN (10.0f) +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) + +#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY (0.0f) +#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY (0.1f) +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) + +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f) + +#define AL_EAXREVERB_MIN_ECHO_TIME (0.075f) +#define AL_EAXREVERB_MAX_ECHO_TIME (0.25f) +#define AL_EAXREVERB_DEFAULT_ECHO_TIME (0.25f) + +#define AL_EAXREVERB_MIN_ECHO_DEPTH (0.0f) +#define AL_EAXREVERB_MAX_ECHO_DEPTH (1.0f) +#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH (0.0f) + +#define AL_EAXREVERB_MIN_MODULATION_TIME (0.04f) +#define AL_EAXREVERB_MAX_MODULATION_TIME (4.0f) +#define AL_EAXREVERB_DEFAULT_MODULATION_TIME (0.25f) + +#define AL_EAXREVERB_MIN_MODULATION_DEPTH (0.0f) +#define AL_EAXREVERB_MAX_MODULATION_DEPTH (1.0f) +#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH (0.0f) + +#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) +#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) +#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) + +#define AL_EAXREVERB_MIN_HFREFERENCE (1000.0f) +#define AL_EAXREVERB_MAX_HFREFERENCE (20000.0f) +#define AL_EAXREVERB_DEFAULT_HFREFERENCE (5000.0f) + +#define AL_EAXREVERB_MIN_LFREFERENCE (20.0f) +#define AL_EAXREVERB_MAX_LFREFERENCE (1000.0f) +#define AL_EAXREVERB_DEFAULT_LFREFERENCE (250.0f) + +#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_EAXREVERB_MIN_DECAY_HFLIMIT AL_FALSE +#define AL_EAXREVERB_MAX_DECAY_HFLIMIT AL_TRUE +#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE + +/* Chorus effect */ +#define AL_CHORUS_WAVEFORM_SINUSOID (0) +#define AL_CHORUS_WAVEFORM_TRIANGLE (1) + +#define AL_CHORUS_MIN_WAVEFORM (0) +#define AL_CHORUS_MAX_WAVEFORM (1) +#define AL_CHORUS_DEFAULT_WAVEFORM (1) + +#define AL_CHORUS_MIN_PHASE (-180) +#define AL_CHORUS_MAX_PHASE (180) +#define AL_CHORUS_DEFAULT_PHASE (90) + +#define AL_CHORUS_MIN_RATE (0.0f) +#define AL_CHORUS_MAX_RATE (10.0f) +#define AL_CHORUS_DEFAULT_RATE (1.1f) + +#define AL_CHORUS_MIN_DEPTH (0.0f) +#define AL_CHORUS_MAX_DEPTH (1.0f) +#define AL_CHORUS_DEFAULT_DEPTH (0.1f) + +#define AL_CHORUS_MIN_FEEDBACK (-1.0f) +#define AL_CHORUS_MAX_FEEDBACK (1.0f) +#define AL_CHORUS_DEFAULT_FEEDBACK (0.25f) + +#define AL_CHORUS_MIN_DELAY (0.0f) +#define AL_CHORUS_MAX_DELAY (0.016f) +#define AL_CHORUS_DEFAULT_DELAY (0.016f) + +/* Distortion effect */ +#define AL_DISTORTION_MIN_EDGE (0.0f) +#define AL_DISTORTION_MAX_EDGE (1.0f) +#define AL_DISTORTION_DEFAULT_EDGE (0.2f) + +#define AL_DISTORTION_MIN_GAIN (0.01f) +#define AL_DISTORTION_MAX_GAIN (1.0f) +#define AL_DISTORTION_DEFAULT_GAIN (0.05f) + +#define AL_DISTORTION_MIN_LOWPASS_CUTOFF (80.0f) +#define AL_DISTORTION_MAX_LOWPASS_CUTOFF (24000.0f) +#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF (8000.0f) + +#define AL_DISTORTION_MIN_EQCENTER (80.0f) +#define AL_DISTORTION_MAX_EQCENTER (24000.0f) +#define AL_DISTORTION_DEFAULT_EQCENTER (3600.0f) + +#define AL_DISTORTION_MIN_EQBANDWIDTH (80.0f) +#define AL_DISTORTION_MAX_EQBANDWIDTH (24000.0f) +#define AL_DISTORTION_DEFAULT_EQBANDWIDTH (3600.0f) + +/* Echo effect */ +#define AL_ECHO_MIN_DELAY (0.0f) +#define AL_ECHO_MAX_DELAY (0.207f) +#define AL_ECHO_DEFAULT_DELAY (0.1f) + +#define AL_ECHO_MIN_LRDELAY (0.0f) +#define AL_ECHO_MAX_LRDELAY (0.404f) +#define AL_ECHO_DEFAULT_LRDELAY (0.1f) + +#define AL_ECHO_MIN_DAMPING (0.0f) +#define AL_ECHO_MAX_DAMPING (0.99f) +#define AL_ECHO_DEFAULT_DAMPING (0.5f) + +#define AL_ECHO_MIN_FEEDBACK (0.0f) +#define AL_ECHO_MAX_FEEDBACK (1.0f) +#define AL_ECHO_DEFAULT_FEEDBACK (0.5f) + +#define AL_ECHO_MIN_SPREAD (-1.0f) +#define AL_ECHO_MAX_SPREAD (1.0f) +#define AL_ECHO_DEFAULT_SPREAD (-1.0f) + +/* Flanger effect */ +#define AL_FLANGER_WAVEFORM_SINUSOID (0) +#define AL_FLANGER_WAVEFORM_TRIANGLE (1) + +#define AL_FLANGER_MIN_WAVEFORM (0) +#define AL_FLANGER_MAX_WAVEFORM (1) +#define AL_FLANGER_DEFAULT_WAVEFORM (1) + +#define AL_FLANGER_MIN_PHASE (-180) +#define AL_FLANGER_MAX_PHASE (180) +#define AL_FLANGER_DEFAULT_PHASE (0) + +#define AL_FLANGER_MIN_RATE (0.0f) +#define AL_FLANGER_MAX_RATE (10.0f) +#define AL_FLANGER_DEFAULT_RATE (0.27f) + +#define AL_FLANGER_MIN_DEPTH (0.0f) +#define AL_FLANGER_MAX_DEPTH (1.0f) +#define AL_FLANGER_DEFAULT_DEPTH (1.0f) + +#define AL_FLANGER_MIN_FEEDBACK (-1.0f) +#define AL_FLANGER_MAX_FEEDBACK (1.0f) +#define AL_FLANGER_DEFAULT_FEEDBACK (-0.5f) + +#define AL_FLANGER_MIN_DELAY (0.0f) +#define AL_FLANGER_MAX_DELAY (0.004f) +#define AL_FLANGER_DEFAULT_DELAY (0.002f) + +/* Frequency shifter effect */ +#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY (0.0f) +#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY (24000.0f) +#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY (0.0f) + +#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION (0) +#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION (2) +#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0) + +#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN (0) +#define AL_FREQUENCY_SHIFTER_DIRECTION_UP (1) +#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF (2) + +#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0) +#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2) +#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0) + +/* Vocal morpher effect */ +#define AL_VOCAL_MORPHER_MIN_PHONEMEA (0) +#define AL_VOCAL_MORPHER_MAX_PHONEMEA (29) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA (0) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24) +#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEB (0) +#define AL_VOCAL_MORPHER_MAX_PHONEMEB (29) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB (10) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24) +#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0) + +#define AL_VOCAL_MORPHER_PHONEME_A (0) +#define AL_VOCAL_MORPHER_PHONEME_E (1) +#define AL_VOCAL_MORPHER_PHONEME_I (2) +#define AL_VOCAL_MORPHER_PHONEME_O (3) +#define AL_VOCAL_MORPHER_PHONEME_U (4) +#define AL_VOCAL_MORPHER_PHONEME_AA (5) +#define AL_VOCAL_MORPHER_PHONEME_AE (6) +#define AL_VOCAL_MORPHER_PHONEME_AH (7) +#define AL_VOCAL_MORPHER_PHONEME_AO (8) +#define AL_VOCAL_MORPHER_PHONEME_EH (9) +#define AL_VOCAL_MORPHER_PHONEME_ER (10) +#define AL_VOCAL_MORPHER_PHONEME_IH (11) +#define AL_VOCAL_MORPHER_PHONEME_IY (12) +#define AL_VOCAL_MORPHER_PHONEME_UH (13) +#define AL_VOCAL_MORPHER_PHONEME_UW (14) +#define AL_VOCAL_MORPHER_PHONEME_B (15) +#define AL_VOCAL_MORPHER_PHONEME_D (16) +#define AL_VOCAL_MORPHER_PHONEME_F (17) +#define AL_VOCAL_MORPHER_PHONEME_G (18) +#define AL_VOCAL_MORPHER_PHONEME_J (19) +#define AL_VOCAL_MORPHER_PHONEME_K (20) +#define AL_VOCAL_MORPHER_PHONEME_L (21) +#define AL_VOCAL_MORPHER_PHONEME_M (22) +#define AL_VOCAL_MORPHER_PHONEME_N (23) +#define AL_VOCAL_MORPHER_PHONEME_P (24) +#define AL_VOCAL_MORPHER_PHONEME_R (25) +#define AL_VOCAL_MORPHER_PHONEME_S (26) +#define AL_VOCAL_MORPHER_PHONEME_T (27) +#define AL_VOCAL_MORPHER_PHONEME_V (28) +#define AL_VOCAL_MORPHER_PHONEME_Z (29) + +#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID (0) +#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE (1) +#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH (2) + +#define AL_VOCAL_MORPHER_MIN_WAVEFORM (0) +#define AL_VOCAL_MORPHER_MAX_WAVEFORM (2) +#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM (0) + +#define AL_VOCAL_MORPHER_MIN_RATE (0.0f) +#define AL_VOCAL_MORPHER_MAX_RATE (10.0f) +#define AL_VOCAL_MORPHER_DEFAULT_RATE (1.41f) + +/* Pitch shifter effect */ +#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE (-12) +#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE (12) +#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE (12) + +#define AL_PITCH_SHIFTER_MIN_FINE_TUNE (-50) +#define AL_PITCH_SHIFTER_MAX_FINE_TUNE (50) +#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE (0) + +/* Ring modulator effect */ +#define AL_RING_MODULATOR_MIN_FREQUENCY (0.0f) +#define AL_RING_MODULATOR_MAX_FREQUENCY (8000.0f) +#define AL_RING_MODULATOR_DEFAULT_FREQUENCY (440.0f) + +#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF (0.0f) +#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF (24000.0f) +#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f) + +#define AL_RING_MODULATOR_SINUSOID (0) +#define AL_RING_MODULATOR_SAWTOOTH (1) +#define AL_RING_MODULATOR_SQUARE (2) + +#define AL_RING_MODULATOR_MIN_WAVEFORM (0) +#define AL_RING_MODULATOR_MAX_WAVEFORM (2) +#define AL_RING_MODULATOR_DEFAULT_WAVEFORM (0) + +/* Autowah effect */ +#define AL_AUTOWAH_MIN_ATTACK_TIME (0.0001f) +#define AL_AUTOWAH_MAX_ATTACK_TIME (1.0f) +#define AL_AUTOWAH_DEFAULT_ATTACK_TIME (0.06f) + +#define AL_AUTOWAH_MIN_RELEASE_TIME (0.0001f) +#define AL_AUTOWAH_MAX_RELEASE_TIME (1.0f) +#define AL_AUTOWAH_DEFAULT_RELEASE_TIME (0.06f) + +#define AL_AUTOWAH_MIN_RESONANCE (2.0f) +#define AL_AUTOWAH_MAX_RESONANCE (1000.0f) +#define AL_AUTOWAH_DEFAULT_RESONANCE (1000.0f) + +#define AL_AUTOWAH_MIN_PEAK_GAIN (0.00003f) +#define AL_AUTOWAH_MAX_PEAK_GAIN (31621.0f) +#define AL_AUTOWAH_DEFAULT_PEAK_GAIN (11.22f) + +/* Compressor effect */ +#define AL_COMPRESSOR_MIN_ONOFF (0) +#define AL_COMPRESSOR_MAX_ONOFF (1) +#define AL_COMPRESSOR_DEFAULT_ONOFF (1) + +/* Equalizer effect */ +#define AL_EQUALIZER_MIN_LOW_GAIN (0.126f) +#define AL_EQUALIZER_MAX_LOW_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_LOW_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_LOW_CUTOFF (50.0f) +#define AL_EQUALIZER_MAX_LOW_CUTOFF (800.0f) +#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF (200.0f) + +#define AL_EQUALIZER_MIN_MID1_GAIN (0.126f) +#define AL_EQUALIZER_MAX_MID1_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_MID1_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_MID1_CENTER (200.0f) +#define AL_EQUALIZER_MAX_MID1_CENTER (3000.0f) +#define AL_EQUALIZER_DEFAULT_MID1_CENTER (500.0f) + +#define AL_EQUALIZER_MIN_MID1_WIDTH (0.01f) +#define AL_EQUALIZER_MAX_MID1_WIDTH (1.0f) +#define AL_EQUALIZER_DEFAULT_MID1_WIDTH (1.0f) + +#define AL_EQUALIZER_MIN_MID2_GAIN (0.126f) +#define AL_EQUALIZER_MAX_MID2_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_MID2_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_MID2_CENTER (1000.0f) +#define AL_EQUALIZER_MAX_MID2_CENTER (8000.0f) +#define AL_EQUALIZER_DEFAULT_MID2_CENTER (3000.0f) + +#define AL_EQUALIZER_MIN_MID2_WIDTH (0.01f) +#define AL_EQUALIZER_MAX_MID2_WIDTH (1.0f) +#define AL_EQUALIZER_DEFAULT_MID2_WIDTH (1.0f) + +#define AL_EQUALIZER_MIN_HIGH_GAIN (0.126f) +#define AL_EQUALIZER_MAX_HIGH_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_HIGH_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_HIGH_CUTOFF (4000.0f) +#define AL_EQUALIZER_MAX_HIGH_CUTOFF (16000.0f) +#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF (6000.0f) + + +/* Source parameter value ranges and defaults. */ +#define AL_MIN_AIR_ABSORPTION_FACTOR (0.0f) +#define AL_MAX_AIR_ABSORPTION_FACTOR (10.0f) +#define AL_DEFAULT_AIR_ABSORPTION_FACTOR (0.0f) + +#define AL_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_MIN_CONE_OUTER_GAINHF (0.0f) +#define AL_MAX_CONE_OUTER_GAINHF (1.0f) +#define AL_DEFAULT_CONE_OUTER_GAINHF (1.0f) + +#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO AL_FALSE +#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO AL_TRUE +#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO AL_TRUE + +#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_FALSE +#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE +#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE + +#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE +#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE +#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE + + +/* Listener parameter value ranges and defaults. */ +#define AL_MIN_METERS_PER_UNIT FLT_MIN +#define AL_MAX_METERS_PER_UNIT FLT_MAX +#define AL_DEFAULT_METERS_PER_UNIT (1.0f) + + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* AL_EFX_H */ diff --git a/project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll b/project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll new file mode 100644 index 00000000..1e3bddd5 Binary files /dev/null and b/project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll differ diff --git a/project/vs2015/external/openal_soft/lib/win32/OpenAL32.lib b/project/vs2015/external/openal_soft/lib/win32/OpenAL32.lib new file mode 100644 index 00000000..8bdca11e Binary files /dev/null and b/project/vs2015/external/openal_soft/lib/win32/OpenAL32.lib differ diff --git a/project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll b/project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll new file mode 100644 index 00000000..e24538a5 Binary files /dev/null and b/project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll differ diff --git a/project/vs2015/external/openal_soft/lib/win64/OpenAL32.lib b/project/vs2015/external/openal_soft/lib/win64/OpenAL32.lib new file mode 100644 index 00000000..3d6e9abf Binary files /dev/null and b/project/vs2015/external/openal_soft/lib/win64/OpenAL32.lib differ diff --git a/project/vs2015/raylib.sln b/project/vs2015/raylib.sln new file mode 100644 index 00000000..0ac22f5e --- /dev/null +++ b/project/vs2015/raylib.sln @@ -0,0 +1,40 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 14 +VisualStudioVersion = 14.0.25123.0 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_window", "examples\core_basic_window.vcxproj", "{0981CA98-E4A5-4DF1-987F-A41D09131EFC}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib", "raylib\raylib.vcxproj", "{E89D61AC-55DE-4482-AFD4-DF7242EBC859}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_window_cpp", "examples\core_basic_window_cpp.vcxproj", "{B655E850-3322-42F7-941D-6AC18FD66CA1}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "examples", "examples", "{8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x86 = Debug|x86 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Debug|x86.ActiveCfg = Debug|Win32 + {0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Debug|x86.Build.0 = Debug|Win32 + {0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.ActiveCfg = Release|Win32 + {0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.Build.0 = Release|Win32 + {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.ActiveCfg = Debug|Win32 + {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.Build.0 = Debug|Win32 + {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.ActiveCfg = Release|Win32 + {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.Build.0 = Release|Win32 + {B655E850-3322-42F7-941D-6AC18FD66CA1}.Debug|x86.ActiveCfg = Debug|Win32 + {B655E850-3322-42F7-941D-6AC18FD66CA1}.Debug|x86.Build.0 = Debug|Win32 + {B655E850-3322-42F7-941D-6AC18FD66CA1}.Release|x86.ActiveCfg = Release|Win32 + {B655E850-3322-42F7-941D-6AC18FD66CA1}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {0981CA98-E4A5-4DF1-987F-A41D09131EFC} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + {B655E850-3322-42F7-941D-6AC18FD66CA1} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} + EndGlobalSection +EndGlobal diff --git a/project/vs2015/raylib/ReadMe.txt b/project/vs2015/raylib/ReadMe.txt new file mode 100644 index 00000000..0d46b9fa --- /dev/null +++ b/project/vs2015/raylib/ReadMe.txt @@ -0,0 +1,29 @@ +======================================================================== + STATIC LIBRARY : raylib Project Overview +======================================================================== + +AppWizard has created this raylib library project for you. + +No source files were created as part of your project. + + +raylib.vcxproj + This is the main project file for VC++ projects generated using an Application Wizard. + It contains information about the version of Visual C++ that generated the file, and + information about the platforms, configurations, and project features selected with the + Application Wizard. + +raylib.vcxproj.filters + This is the filters file for VC++ projects generated using an Application Wizard. + It contains information about the association between the files in your project + and the filters. This association is used in the IDE to show grouping of files with + similar extensions under a specific node (for e.g. ".cpp" files are associated with the + "Source Files" filter). + +///////////////////////////////////////////////////////////////////////////// +Other notes: + +AppWizard uses "TODO:" comments to indicate parts of the source code you +should add to or customize. + +///////////////////////////////////////////////////////////////////////////// diff --git a/project/vs2015/raylib/raylib.vcxproj b/project/vs2015/raylib/raylib.vcxproj new file mode 100644 index 00000000..c5dd0088 --- /dev/null +++ b/project/vs2015/raylib/raylib.vcxproj @@ -0,0 +1,115 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {E89D61AC-55DE-4482-AFD4-DF7242EBC859} + Win32Proj + raylib + 8.1 + + + + StaticLibrary + true + v140 + Unicode + + + StaticLibrary + false + v140 + true + Unicode + + + + + + + + + + + + + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_33;PLATFORM_DESKTOP + CompileAsC + $(SolutionDir)..\..\src\external\openal_soft\include;$(SolutionDir)..\..\src\external\glfw3\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories) + + + Windows + + + %(AdditionalLibraryDirectories) + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) + + + Windows + true + true + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/release/android/raylib.h b/release/android/raylib.h index 19c67712..fee6aa91 100644 --- a/release/android/raylib.h +++ b/release/android/raylib.h @@ -268,9 +268,13 @@ //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc index edf5302e..5a26136b 100644 Binary files a/release/html5/libraylib.bc and b/release/html5/libraylib.bc differ diff --git a/release/html5/raylib.h b/release/html5/raylib.h index 19c67712..fee6aa91 100644 --- a/release/html5/raylib.h +++ b/release/html5/raylib.h @@ -268,9 +268,13 @@ //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif diff --git a/release/linux/raylib.h b/release/linux/raylib.h index 19c67712..fee6aa91 100644 --- a/release/linux/raylib.h +++ b/release/linux/raylib.h @@ -268,9 +268,13 @@ //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif diff --git a/release/osx/helpme! b/release/osx/helpme! deleted file mode 100644 index e69de29b..00000000 diff --git a/release/osx/libraylib.a b/release/osx/libraylib.a new file mode 100644 index 00000000..32ca7a24 Binary files /dev/null and b/release/osx/libraylib.a differ diff --git a/release/osx/raylib.h b/release/osx/raylib.h new file mode 100644 index 00000000..fee6aa91 --- /dev/null +++ b/release/osx/raylib.h @@ -0,0 +1,915 @@ +/********************************************************************************************** +* +* raylib 1.5.0 (www.raylib.com) +* +* A simple and easy-to-use library to learn videogames programming +* +* Features: +* Library written in plain C code (C99) +* Uses C# PascalCase/camelCase notation +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) +* Multiple textures support, including compressed formats and mipmaps generation +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* +* Used external libs: +* GLFW3 (www.glfw.org) for window/context management and input +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* stb_image_write (Sean Barret) for image writting (PNG) +* stb_vorbis (Sean Barret) for ogg audio loading +* stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading +* OpenAL Soft for audio device/context management +* tinfl for data decompression (DEFLATE algorithm) +* +* Some design decisions: +* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) +* One custom default font is loaded automatically when InitWindow() +* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads +* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) +* +* -- LICENSE -- +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP +//#define PLATFORM_DESKTOP // Windows, Linux or OSX +//#define PLATFORM_ANDROID // Android device +//#define PLATFORM_RPI // Raspberry Pi +//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) +//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) + +// Security check in case no PLATFORM_* defined +#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) + #define PLATFORM_DESKTOP +#endif + +#if defined(PLATFORM_ANDROID) + typedef struct android_app; // Define android_app struct (android_native_app_glue.h) +#endif + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#define DEG2RAD (PI/180.0f) +#define RAD2DEG (180.0f/PI) + +// raylib Config Flags +#define FLAG_FULLSCREEN_MODE 1 +#define FLAG_SHOW_LOGO 2 +#define FLAG_SHOW_MOUSE_CURSOR 4 +#define FLAG_CENTERED_MODE 8 +#define FLAG_MSAA_4X_HINT 16 +#define FLAG_VSYNC_HINT 32 + +// Keyboard Function Keys +#define KEY_SPACE 32 +#define KEY_ESCAPE 256 +#define KEY_ENTER 257 +#define KEY_BACKSPACE 259 +#define KEY_RIGHT 262 +#define KEY_LEFT 263 +#define KEY_DOWN 264 +#define KEY_UP 265 +#define KEY_F1 290 +#define KEY_F2 291 +#define KEY_F3 292 +#define KEY_F4 293 +#define KEY_F5 294 +#define KEY_F6 295 +#define KEY_F7 296 +#define KEY_F8 297 +#define KEY_F9 298 +#define KEY_F10 299 +#define KEY_F11 300 +#define KEY_F12 301 +#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 + +// Keyboard Alpha Numeric Keys +#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 + +// Mouse Buttons +#define MOUSE_LEFT_BUTTON 0 +#if defined(PLATFORM_WEB) + #define MOUSE_RIGHT_BUTTON 2 + #define MOUSE_MIDDLE_BUTTON 1 +#else + #define MOUSE_RIGHT_BUTTON 1 + #define MOUSE_MIDDLE_BUTTON 2 +#endif + +// Touch points registered +#define MAX_TOUCH_POINTS 2 + +// Gamepad Number +#define GAMEPAD_PLAYER1 0 +#define GAMEPAD_PLAYER2 1 +#define GAMEPAD_PLAYER3 2 // Not supported +#define GAMEPAD_PLAYER4 3 // Not supported + +// Gamepad Buttons +// NOTE: Adjusted for a PS3 USB Controller +#define GAMEPAD_BUTTON_A 2 +#define GAMEPAD_BUTTON_B 1 +#define GAMEPAD_BUTTON_X 3 +#define GAMEPAD_BUTTON_Y 4 +#define GAMEPAD_BUTTON_R1 7 +#define GAMEPAD_BUTTON_R2 5 +#define GAMEPAD_BUTTON_L1 6 +#define GAMEPAD_BUTTON_L2 8 +#define GAMEPAD_BUTTON_SELECT 9 +#define GAMEPAD_BUTTON_START 10 + +// 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 + +#if defined(PLATFORM_RPI) + #define GAMEPAD_XBOX_AXIS_DPAD_X 7 + #define GAMEPAD_XBOX_AXIS_DPAD_Y 6 + #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 + #define GAMEPAD_XBOX_AXIS_LT 2 + #define GAMEPAD_XBOX_AXIS_RT 5 +#else + #define GAMEPAD_XBOX_BUTTON_UP 10 + #define GAMEPAD_XBOX_BUTTON_DOWN 12 + #define GAMEPAD_XBOX_BUTTON_LEFT 13 + #define GAMEPAD_XBOX_BUTTON_RIGHT 11 + #define GAMEPAD_XBOX_AXIS_RIGHT_X 4 + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 + #define GAMEPAD_XBOX_AXIS_LT_RT 2 +#endif + +#define GAMEPAD_XBOX_AXIS_LEFT_X 0 +#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 + +// Android Physic Buttons +#define ANDROID_BACK 4 +#define ANDROID_MENU 82 +#define ANDROID_VOLUME_UP 24 +#define ANDROID_VOLUME_DOWN 25 + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY (Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow +#define GOLD (Color){ 255, 203, 0, 255 } // Gold +#define ORANGE (Color){ 255, 161, 0, 255 } // Orange +#define PINK (Color){ 255, 109, 194, 255 } // Pink +#define RED (Color){ 230, 41, 55, 255 } // Red +#define MAROON (Color){ 190, 33, 55, 255 } // Maroon +#define GREEN (Color){ 0, 228, 48, 255 } // Green +#define LIME (Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE (Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE (Color){ 200, 122, 255, 255 } // Purple +#define VIOLET (Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE (Color){ 211, 176, 131, 255 } // Beige +#define BROWN (Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE (Color){ 255, 255, 255, 255 } // White +#define BLACK (Color){ 0, 0, 0, 255 } // Black +#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#ifndef __cplusplus +// Boolean type + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include + #endif +#endif + +// byte type +typedef unsigned char byte; + +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// 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; + +// Color type, RGBA (32bit) +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} Color; + +// Rectangle type +typedef struct Rectangle { + int x; + int y; + int width; + int height; +} Rectangle; + +// Image type, bpp always RGBA (32bit) +// NOTE: Data stored in CPU memory (RAM) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Image; + +// Texture2D type, bpp always RGBA (32bit) +// NOTE: Data stored in GPU memory +typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Texture2D; + +// RenderTexture2D type, for texture rendering +typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture +} RenderTexture2D; + +// SpriteFont type, includes texture and charSet array data +typedef struct SpriteFont { + Texture2D texture; // Font texture + int size; // Base size (default chars height) + int numChars; // Number of characters + int *charValues; // Characters values array + Rectangle *charRecs; // Characters rectangles within the texture + Vector2 *charOffsets; // Characters offsets (on drawing) + int *charAdvanceX; // Characters x advance (on drawing) +} SpriteFont; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) +} Camera; + +// Camera2D type, defines a 2d camera +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + +// Bounding box type +typedef struct BoundingBox { + Vector3 min; // minimum vertex box-corner + Vector3 max; // maximum vertex box-corner +} BoundingBox; + +// Vertex data definning a mesh +typedef struct Mesh { + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + 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) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) +} Mesh; + +// Shader type (generic shader) +typedef struct Shader { + unsigned int id; // Shader program id + + // Vertex attributes locations (default locations) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) + int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) + + // Uniform locations + int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int tintColorLoc; // Diffuse color uniform location point (fragment shader) + + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) +} Shader; + +// Material type +typedef struct Material { + Shader shader; // Standard shader (supports 3 map textures) + + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) + + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color + + float glossiness; // Glossiness level (Ranges from 0 to 1000) +} Material; + +// Model type +typedef struct Model { + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data +} Model; + +// Light type +typedef struct LightData { + unsigned int id; // Light unique id + bool enabled; // Light enabled + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + + Vector3 position; // Light position + Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float radius; // Light attenuation radius light intensity reduced with distance (world distance) + + Color diffuse; // Light diffuse color + float intensity; // Light intensity level + + float coneAngle; // Light cone max angle: LIGHT_SPOT +} LightData, *Light; + +// Light types +typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; + +// Ray type (useful for raycast) +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; + +// Sound source type +typedef struct Sound { + unsigned int source; // Sound audio source id + unsigned int buffer; // Sound audio buffer id +} Sound; + +// Wave type, defines audio wave data +typedef struct Wave { + void *data; // Buffer data pointer + unsigned int dataSize; // Data size in bytes + unsigned int sampleRate; // Samples per second to be played + short bitsPerSample; // Sample size in bits + short channels; +} Wave; + +// Texture formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) + 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 + 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 + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} TextureFormat; + +// Color blending modes (pre-defined) +typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; + +// Gestures type +// NOTE: It could be used as flags to enable only some gestures +typedef enum { + 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 +} Gestures; + +// Touch action (fingers or mouse) +typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; + +// Gesture events +// NOTE: MAX_TOUCH_POINTS fixed to 2 +typedef struct GestureEvent { + int touchAction; + int pointCount; + int pointerId[MAX_TOUCH_POINTS]; + Vector2 position[MAX_TOUCH_POINTS]; +} GestureEvent; + +// Camera system modes +typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; + +// Head Mounted Display devices +typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, +} VrDevice; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_ANDROID) +void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics +#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +#endif + +void CloseWindow(void); // Close Window and Terminate Context +bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +int GetScreenWidth(void); // Get current screen width +int GetScreenHeight(void); // Get current screen height + +void ShowCursor(void); // Shows cursor +void HideCursor(void); // Hides cursor +bool IsCursorHidden(void); // Returns true if cursor is not visible +void EnableCursor(void); // Enables cursor +void DisableCursor(void); // Disables cursor + +void ClearBackground(Color color); // Sets Background Color +void BeginDrawing(void); // Setup drawing canvas to start drawing +void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) + +void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +void End2dMode(void); // Ends 2D mode custom camera usage +void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +void EndTextureMode(void); // Ends drawing to render texture + +Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) + +void SetTargetFPS(int fps); // Set target FPS (maximum) +float GetFPS(void); // Returns current FPS +float GetFrameTime(void); // Returns time in seconds for one frame + +Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +int GetHexValue(Color color); // Returns hexadecimal value for a Color +float *ColorToFloat(Color color); // Converts Color to float array and normalizes +float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +float *MatrixToFloat(Matrix mat); // Converts Matrix to float array + +int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + +void SetConfigFlags(char flags); // Setup some window configuration flags +void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) + +bool IsFileDropped(void); // Check if a file have been dropped into window +char **GetDroppedFiles(int *count); // Retrieve dropped files into window +void ClearDroppedFiles(void); // Clear dropped files paths buffer + +void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +int StorageLoadValue(int position); // Storage load integer value (from defined position) + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +bool IsKeyPressed(int key); // Detect if a key has been pressed once +bool IsKeyDown(int key); // Detect if a key is being pressed +bool IsKeyReleased(int key); // Detect if a key has been released once +bool IsKeyUp(int key); // Detect if a key is NOT being pressed +int GetKeyPressed(void); // Get latest key pressed +void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +#endif + +bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +int GetMouseX(void); // Returns mouse position X +int GetMouseY(void); // Returns mouse position Y +Vector2 GetMousePosition(void); // Returns mouse position XY +void SetMousePosition(Vector2 position); // Set mouse position XY +int GetMouseWheelMove(void); // Returns mouse wheel movement Y + +int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) + +#if defined(PLATFORM_ANDROID) +bool IsButtonPressed(int button); // Detect if an android physic button has been pressed +bool IsButtonDown(int button); // Detect if an android physic button is being pressed +bool IsButtonReleased(int button); // Detect if an android physic button has been released +#endif + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +bool IsGestureDetected(int gesture); // Check if a gesture have been detected +void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures +void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) + +int GetTouchPointsCount(void); // Get touch points count +int GetGestureDetected(void); // Get latest detected gesture +float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +Vector2 GetGestureDragVector(void); // Get gesture drag vector +float GetGestureDragAngle(void); // Get gesture drag angle +Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) +void UpdateCamera(Camera *camera); // Update camera (player position is ignored) +void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) + +void SetCameraPosition(Vector3 position); // Set internal camera position +void SetCameraTarget(Vector3 target); // Set internal camera target +void SetCameraFovy(float fovy); // Set internal camera field-of-view-y + +void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) + +void SetCameraMoveControls(int frontKey, int backKey, + int leftKey, int rightKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +void DrawPixel(int posX, int posY, Color color); // Draw a pixel +void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ +Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +void UnloadImage(Image image); // Unload image from CPU memory (RAM) +void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +void ImageFlipVertical(Image *image); // Flip image vertically +void ImageFlipHorizontal(Image *image); // Flip image horizontally +void ImageColorTint(Image *image, Color color); // Modify image color: tint +void ImageColorInvert(Image *image); // Modify image color: invert +void ImageColorGrayscale(Image *image); // Modify image color: grayscale +void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data + +void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters + float rotation, Color tint); + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ +SpriteFont GetDefaultFont(void); // Get the default SpriteFont +SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory + +void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + int fontSize, int spacing, Color tint); +int MeasureText(const char *text, int fontSize); // Measure string width for default font +Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont + +void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +const char *SubText(const char *text, int position, int length); // Get a piece of a text string + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube +void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured +void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +void DrawRay(Ray ray, Color color); // Draw a ray line +void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +void DrawGizmo(Vector3 position); // Draw simple gizmo +void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +//DrawTorus(), DrawTeapot() are useless... + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +void UnloadModel(Model model); // Unload 3d model from memory + +Material LoadMaterial(const char *fileName); // Load material data (from file) +Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +void UnloadMaterial(Material material); // Unload material textures from VRAM + +void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + +void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap + // NOTE: Return the normal vector of the impacted surface +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +void UnloadShader(Shader shader); // Unload a custom shader from memory + +Shader GetDefaultShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader +Texture2D GetDefaultTexture(void); // Get default texture + +int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) + +void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DestroyLight(Light light); // Destroy a light and take it out of the list + +//------------------------------------------------------------------------------------ +// VR experience Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +void InitVrDevice(int vdDevice); // Init VR device +void CloseVrDevice(void); // Close VR device +void UpdateVrTracking(void); // Update VR tracking (position and orientation) +void BeginVrDrawing(void); // Begin VR drawing configuration +void EndVrDrawing(void); // End VR drawing process (and desktop mirror) +bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +void InitAudioDevice(void); // Initialize audio device and context +void CloseAudioDevice(void); // Close the audio device and context (and music stream) +bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet + +Sound LoadSound(char *fileName); // Load sound to memory +Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +void UnloadSound(Sound sound); // Unload sound +void PlaySound(Sound sound); // Play a sound +void PauseSound(Sound sound); // Pause a sound +void StopSound(Sound sound); // Stop playing a sound +bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) + +int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) +void UpdateMusicStream(int index); // Updates buffers for music streaming +void StopMusicStream(int index); // Stop music playing (close stream) +void PauseMusicStream(int index); // Pause music playing +void ResumeMusicStream(int index); // Resume playing paused music +bool IsMusicPlaying(int index); // Check if music is playing +void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) +void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) +float GetMusicTimeLength(int index); // Get current music time length (in seconds) +float GetMusicTimePlayed(int index); // Get current music time played (in seconds) +int GetMusicStreamCount(void); // Get number of streams loaded + +#ifdef __cplusplus +} +#endif + +#endif // RAYLIB_H diff --git a/release/rpi/libraylib.a b/release/rpi/libraylib.a new file mode 100644 index 00000000..522e02bd Binary files /dev/null and b/release/rpi/libraylib.a differ diff --git a/release/rpi/raylib.h b/release/rpi/raylib.h new file mode 100644 index 00000000..fee6aa91 --- /dev/null +++ b/release/rpi/raylib.h @@ -0,0 +1,915 @@ +/********************************************************************************************** +* +* raylib 1.5.0 (www.raylib.com) +* +* A simple and easy-to-use library to learn videogames programming +* +* Features: +* Library written in plain C code (C99) +* Uses C# PascalCase/camelCase notation +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) +* Multiple textures support, including compressed formats and mipmaps generation +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* +* Used external libs: +* GLFW3 (www.glfw.org) for window/context management and input +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* stb_image_write (Sean Barret) for image writting (PNG) +* stb_vorbis (Sean Barret) for ogg audio loading +* stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading +* OpenAL Soft for audio device/context management +* tinfl for data decompression (DEFLATE algorithm) +* +* Some design decisions: +* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) +* One custom default font is loaded automatically when InitWindow() +* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads +* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) +* +* -- LICENSE -- +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP +//#define PLATFORM_DESKTOP // Windows, Linux or OSX +//#define PLATFORM_ANDROID // Android device +//#define PLATFORM_RPI // Raspberry Pi +//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) +//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) + +// Security check in case no PLATFORM_* defined +#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) + #define PLATFORM_DESKTOP +#endif + +#if defined(PLATFORM_ANDROID) + typedef struct android_app; // Define android_app struct (android_native_app_glue.h) +#endif + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#define DEG2RAD (PI/180.0f) +#define RAD2DEG (180.0f/PI) + +// raylib Config Flags +#define FLAG_FULLSCREEN_MODE 1 +#define FLAG_SHOW_LOGO 2 +#define FLAG_SHOW_MOUSE_CURSOR 4 +#define FLAG_CENTERED_MODE 8 +#define FLAG_MSAA_4X_HINT 16 +#define FLAG_VSYNC_HINT 32 + +// Keyboard Function Keys +#define KEY_SPACE 32 +#define KEY_ESCAPE 256 +#define KEY_ENTER 257 +#define KEY_BACKSPACE 259 +#define KEY_RIGHT 262 +#define KEY_LEFT 263 +#define KEY_DOWN 264 +#define KEY_UP 265 +#define KEY_F1 290 +#define KEY_F2 291 +#define KEY_F3 292 +#define KEY_F4 293 +#define KEY_F5 294 +#define KEY_F6 295 +#define KEY_F7 296 +#define KEY_F8 297 +#define KEY_F9 298 +#define KEY_F10 299 +#define KEY_F11 300 +#define KEY_F12 301 +#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 + +// Keyboard Alpha Numeric Keys +#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 + +// Mouse Buttons +#define MOUSE_LEFT_BUTTON 0 +#if defined(PLATFORM_WEB) + #define MOUSE_RIGHT_BUTTON 2 + #define MOUSE_MIDDLE_BUTTON 1 +#else + #define MOUSE_RIGHT_BUTTON 1 + #define MOUSE_MIDDLE_BUTTON 2 +#endif + +// Touch points registered +#define MAX_TOUCH_POINTS 2 + +// Gamepad Number +#define GAMEPAD_PLAYER1 0 +#define GAMEPAD_PLAYER2 1 +#define GAMEPAD_PLAYER3 2 // Not supported +#define GAMEPAD_PLAYER4 3 // Not supported + +// Gamepad Buttons +// NOTE: Adjusted for a PS3 USB Controller +#define GAMEPAD_BUTTON_A 2 +#define GAMEPAD_BUTTON_B 1 +#define GAMEPAD_BUTTON_X 3 +#define GAMEPAD_BUTTON_Y 4 +#define GAMEPAD_BUTTON_R1 7 +#define GAMEPAD_BUTTON_R2 5 +#define GAMEPAD_BUTTON_L1 6 +#define GAMEPAD_BUTTON_L2 8 +#define GAMEPAD_BUTTON_SELECT 9 +#define GAMEPAD_BUTTON_START 10 + +// 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 + +#if defined(PLATFORM_RPI) + #define GAMEPAD_XBOX_AXIS_DPAD_X 7 + #define GAMEPAD_XBOX_AXIS_DPAD_Y 6 + #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 + #define GAMEPAD_XBOX_AXIS_LT 2 + #define GAMEPAD_XBOX_AXIS_RT 5 +#else + #define GAMEPAD_XBOX_BUTTON_UP 10 + #define GAMEPAD_XBOX_BUTTON_DOWN 12 + #define GAMEPAD_XBOX_BUTTON_LEFT 13 + #define GAMEPAD_XBOX_BUTTON_RIGHT 11 + #define GAMEPAD_XBOX_AXIS_RIGHT_X 4 + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 + #define GAMEPAD_XBOX_AXIS_LT_RT 2 +#endif + +#define GAMEPAD_XBOX_AXIS_LEFT_X 0 +#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 + +// Android Physic Buttons +#define ANDROID_BACK 4 +#define ANDROID_MENU 82 +#define ANDROID_VOLUME_UP 24 +#define ANDROID_VOLUME_DOWN 25 + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY (Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow +#define GOLD (Color){ 255, 203, 0, 255 } // Gold +#define ORANGE (Color){ 255, 161, 0, 255 } // Orange +#define PINK (Color){ 255, 109, 194, 255 } // Pink +#define RED (Color){ 230, 41, 55, 255 } // Red +#define MAROON (Color){ 190, 33, 55, 255 } // Maroon +#define GREEN (Color){ 0, 228, 48, 255 } // Green +#define LIME (Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE (Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE (Color){ 200, 122, 255, 255 } // Purple +#define VIOLET (Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE (Color){ 211, 176, 131, 255 } // Beige +#define BROWN (Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE (Color){ 255, 255, 255, 255 } // White +#define BLACK (Color){ 0, 0, 0, 255 } // Black +#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#ifndef __cplusplus +// Boolean type + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include + #endif +#endif + +// byte type +typedef unsigned char byte; + +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// 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; + +// Color type, RGBA (32bit) +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} Color; + +// Rectangle type +typedef struct Rectangle { + int x; + int y; + int width; + int height; +} Rectangle; + +// Image type, bpp always RGBA (32bit) +// NOTE: Data stored in CPU memory (RAM) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Image; + +// Texture2D type, bpp always RGBA (32bit) +// NOTE: Data stored in GPU memory +typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Texture2D; + +// RenderTexture2D type, for texture rendering +typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture +} RenderTexture2D; + +// SpriteFont type, includes texture and charSet array data +typedef struct SpriteFont { + Texture2D texture; // Font texture + int size; // Base size (default chars height) + int numChars; // Number of characters + int *charValues; // Characters values array + Rectangle *charRecs; // Characters rectangles within the texture + Vector2 *charOffsets; // Characters offsets (on drawing) + int *charAdvanceX; // Characters x advance (on drawing) +} SpriteFont; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) +} Camera; + +// Camera2D type, defines a 2d camera +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + +// Bounding box type +typedef struct BoundingBox { + Vector3 min; // minimum vertex box-corner + Vector3 max; // maximum vertex box-corner +} BoundingBox; + +// Vertex data definning a mesh +typedef struct Mesh { + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + 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) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) +} Mesh; + +// Shader type (generic shader) +typedef struct Shader { + unsigned int id; // Shader program id + + // Vertex attributes locations (default locations) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) + int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) + + // Uniform locations + int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int tintColorLoc; // Diffuse color uniform location point (fragment shader) + + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) +} Shader; + +// Material type +typedef struct Material { + Shader shader; // Standard shader (supports 3 map textures) + + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) + + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color + + float glossiness; // Glossiness level (Ranges from 0 to 1000) +} Material; + +// Model type +typedef struct Model { + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data +} Model; + +// Light type +typedef struct LightData { + unsigned int id; // Light unique id + bool enabled; // Light enabled + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + + Vector3 position; // Light position + Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float radius; // Light attenuation radius light intensity reduced with distance (world distance) + + Color diffuse; // Light diffuse color + float intensity; // Light intensity level + + float coneAngle; // Light cone max angle: LIGHT_SPOT +} LightData, *Light; + +// Light types +typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; + +// Ray type (useful for raycast) +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; + +// Sound source type +typedef struct Sound { + unsigned int source; // Sound audio source id + unsigned int buffer; // Sound audio buffer id +} Sound; + +// Wave type, defines audio wave data +typedef struct Wave { + void *data; // Buffer data pointer + unsigned int dataSize; // Data size in bytes + unsigned int sampleRate; // Samples per second to be played + short bitsPerSample; // Sample size in bits + short channels; +} Wave; + +// Texture formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) + 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 + 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 + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} TextureFormat; + +// Color blending modes (pre-defined) +typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; + +// Gestures type +// NOTE: It could be used as flags to enable only some gestures +typedef enum { + 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 +} Gestures; + +// Touch action (fingers or mouse) +typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; + +// Gesture events +// NOTE: MAX_TOUCH_POINTS fixed to 2 +typedef struct GestureEvent { + int touchAction; + int pointCount; + int pointerId[MAX_TOUCH_POINTS]; + Vector2 position[MAX_TOUCH_POINTS]; +} GestureEvent; + +// Camera system modes +typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; + +// Head Mounted Display devices +typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, +} VrDevice; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_ANDROID) +void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics +#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +#endif + +void CloseWindow(void); // Close Window and Terminate Context +bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +int GetScreenWidth(void); // Get current screen width +int GetScreenHeight(void); // Get current screen height + +void ShowCursor(void); // Shows cursor +void HideCursor(void); // Hides cursor +bool IsCursorHidden(void); // Returns true if cursor is not visible +void EnableCursor(void); // Enables cursor +void DisableCursor(void); // Disables cursor + +void ClearBackground(Color color); // Sets Background Color +void BeginDrawing(void); // Setup drawing canvas to start drawing +void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) + +void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +void End2dMode(void); // Ends 2D mode custom camera usage +void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +void EndTextureMode(void); // Ends drawing to render texture + +Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) + +void SetTargetFPS(int fps); // Set target FPS (maximum) +float GetFPS(void); // Returns current FPS +float GetFrameTime(void); // Returns time in seconds for one frame + +Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +int GetHexValue(Color color); // Returns hexadecimal value for a Color +float *ColorToFloat(Color color); // Converts Color to float array and normalizes +float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +float *MatrixToFloat(Matrix mat); // Converts Matrix to float array + +int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + +void SetConfigFlags(char flags); // Setup some window configuration flags +void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) + +bool IsFileDropped(void); // Check if a file have been dropped into window +char **GetDroppedFiles(int *count); // Retrieve dropped files into window +void ClearDroppedFiles(void); // Clear dropped files paths buffer + +void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +int StorageLoadValue(int position); // Storage load integer value (from defined position) + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +bool IsKeyPressed(int key); // Detect if a key has been pressed once +bool IsKeyDown(int key); // Detect if a key is being pressed +bool IsKeyReleased(int key); // Detect if a key has been released once +bool IsKeyUp(int key); // Detect if a key is NOT being pressed +int GetKeyPressed(void); // Get latest key pressed +void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +#endif + +bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +int GetMouseX(void); // Returns mouse position X +int GetMouseY(void); // Returns mouse position Y +Vector2 GetMousePosition(void); // Returns mouse position XY +void SetMousePosition(Vector2 position); // Set mouse position XY +int GetMouseWheelMove(void); // Returns mouse wheel movement Y + +int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) + +#if defined(PLATFORM_ANDROID) +bool IsButtonPressed(int button); // Detect if an android physic button has been pressed +bool IsButtonDown(int button); // Detect if an android physic button is being pressed +bool IsButtonReleased(int button); // Detect if an android physic button has been released +#endif + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +bool IsGestureDetected(int gesture); // Check if a gesture have been detected +void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures +void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) + +int GetTouchPointsCount(void); // Get touch points count +int GetGestureDetected(void); // Get latest detected gesture +float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +Vector2 GetGestureDragVector(void); // Get gesture drag vector +float GetGestureDragAngle(void); // Get gesture drag angle +Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) +void UpdateCamera(Camera *camera); // Update camera (player position is ignored) +void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) + +void SetCameraPosition(Vector3 position); // Set internal camera position +void SetCameraTarget(Vector3 target); // Set internal camera target +void SetCameraFovy(float fovy); // Set internal camera field-of-view-y + +void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) + +void SetCameraMoveControls(int frontKey, int backKey, + int leftKey, int rightKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +void DrawPixel(int posX, int posY, Color color); // Draw a pixel +void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ +Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +void UnloadImage(Image image); // Unload image from CPU memory (RAM) +void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +void ImageFlipVertical(Image *image); // Flip image vertically +void ImageFlipHorizontal(Image *image); // Flip image horizontally +void ImageColorTint(Image *image, Color color); // Modify image color: tint +void ImageColorInvert(Image *image); // Modify image color: invert +void ImageColorGrayscale(Image *image); // Modify image color: grayscale +void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data + +void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters + float rotation, Color tint); + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ +SpriteFont GetDefaultFont(void); // Get the default SpriteFont +SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory + +void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + int fontSize, int spacing, Color tint); +int MeasureText(const char *text, int fontSize); // Measure string width for default font +Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont + +void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +const char *SubText(const char *text, int position, int length); // Get a piece of a text string + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube +void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured +void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +void DrawRay(Ray ray, Color color); // Draw a ray line +void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +void DrawGizmo(Vector3 position); // Draw simple gizmo +void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +//DrawTorus(), DrawTeapot() are useless... + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +void UnloadModel(Model model); // Unload 3d model from memory + +Material LoadMaterial(const char *fileName); // Load material data (from file) +Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +void UnloadMaterial(Material material); // Unload material textures from VRAM + +void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + +void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap + // NOTE: Return the normal vector of the impacted surface +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +void UnloadShader(Shader shader); // Unload a custom shader from memory + +Shader GetDefaultShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader +Texture2D GetDefaultTexture(void); // Get default texture + +int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) + +void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DestroyLight(Light light); // Destroy a light and take it out of the list + +//------------------------------------------------------------------------------------ +// VR experience Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +void InitVrDevice(int vdDevice); // Init VR device +void CloseVrDevice(void); // Close VR device +void UpdateVrTracking(void); // Update VR tracking (position and orientation) +void BeginVrDrawing(void); // Begin VR drawing configuration +void EndVrDrawing(void); // End VR drawing process (and desktop mirror) +bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +void InitAudioDevice(void); // Initialize audio device and context +void CloseAudioDevice(void); // Close the audio device and context (and music stream) +bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet + +Sound LoadSound(char *fileName); // Load sound to memory +Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +void UnloadSound(Sound sound); // Unload sound +void PlaySound(Sound sound); // Play a sound +void PauseSound(Sound sound); // Pause a sound +void StopSound(Sound sound); // Stop playing a sound +bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) + +int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) +void UpdateMusicStream(int index); // Updates buffers for music streaming +void StopMusicStream(int index); // Stop music playing (close stream) +void PauseMusicStream(int index); // Pause music playing +void ResumeMusicStream(int index); // Resume playing paused music +bool IsMusicPlaying(int index); // Check if music is playing +void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) +void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) +float GetMusicTimeLength(int index); // Get current music time length (in seconds) +float GetMusicTimePlayed(int index); // Get current music time played (in seconds) +int GetMusicStreamCount(void); // Get number of streams loaded + +#ifdef __cplusplus +} +#endif + +#endif // RAYLIB_H diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a index abb8ddd1..6e9db0d2 100644 Binary files a/release/win32/mingw32/libraylib.a and b/release/win32/mingw32/libraylib.a differ diff --git a/release/win32/raylib.h b/release/win32/raylib.h index 19c67712..fee6aa91 100644 --- a/release/win32/raylib.h +++ b/release/win32/raylib.h @@ -268,9 +268,13 @@ //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs index 128736f2..a8e1d20f 100644 --- a/shaders/glsl100/bloom.fs +++ b/shaders/glsl100/bloom.fs @@ -8,30 +8,32 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture2D(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord); - + // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - - gl_FragColor = tc; + gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs index 80d40834..1935f080 100644 --- a/shaders/glsl100/blur.fs +++ b/shaders/glsl100/blur.fs @@ -8,12 +8,13 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables -const float renderWidth = 1280; -const float renderHeight = 720; +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); diff --git a/shaders/glsl100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs index 1f7dab08..ced0fd63 100644 --- a/shaders/glsl100/cross_hatching.fs +++ b/shaders/glsl100/cross_hatching.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs index 6fabc027..67639a55 100644 --- a/shaders/glsl100/cross_stitching.fs +++ b/shaders/glsl100/cross_stitching.fs @@ -8,12 +8,13 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables -const float renderWidth = 1280; -const float renderHeight = 720; +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float stitchingSize = 6.0f; diff --git a/shaders/glsl100/dream_vision.fs b/shaders/glsl100/dream_vision.fs index d0cdc687..fa9c5b77 100644 --- a/shaders/glsl100/dream_vision.fs +++ b/shaders/glsl100/dream_vision.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/fisheye.fs b/shaders/glsl100/fisheye.fs index 9dba297b..461e1405 100644 --- a/shaders/glsl100/fisheye.fs +++ b/shaders/glsl100/fisheye.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs index c532f219..41ba3ed6 100644 --- a/shaders/glsl100/pixel.fs +++ b/shaders/glsl100/pixel.fs @@ -8,12 +8,13 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables -const float renderWidth = 1280; -const float renderHeight = 720; +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; uniform float pixelWidth = 5.0f; uniform float pixelHeight = 5.0f; diff --git a/shaders/glsl100/posterization.fs b/shaders/glsl100/posterization.fs index 801ca89c..a7942c82 100644 --- a/shaders/glsl100/posterization.fs +++ b/shaders/glsl100/posterization.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/predator.fs b/shaders/glsl100/predator.fs index 1f0e2ce5..efa7fe79 100644 --- a/shaders/glsl100/predator.fs +++ b/shaders/glsl100/predator.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs index d885e10b..529120d0 100644 --- a/shaders/glsl100/scanlines.fs +++ b/shaders/glsl100/scanlines.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl100/standard.fs b/shaders/glsl100/standard.fs index d5daa445..3e78022d 100644 --- a/shaders/glsl100/standard.fs +++ b/shaders/glsl100/standard.fs @@ -34,7 +34,6 @@ struct Light { }; const int maxLights = 8; -uniform int lightsCount; uniform Light lights[maxLights]; vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) @@ -134,19 +133,15 @@ void main() float spec = 1.0; if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r); - for (int i = 0; i < lightsCount; i++) + for (int i = 0; i < maxLights; i++) { // Check if light is enabled if (lights[i].enabled == 1) { // Calculate lighting based on light type - switch (lights[i].type) - { - case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; - case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break; - case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break; - default: break; - } + if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec); + else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec); + else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec); } } diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs index 0d6d24f2..6b17874c 100644 --- a/shaders/glsl100/swirl.fs +++ b/shaders/glsl100/swirl.fs @@ -8,12 +8,13 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables -const float renderWidth = 800.0; // HARDCODED for example! -const float renderHeight = 480.0; // Use uniforms instead... +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float radius = 250.0; float angle = 0.8; diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs index 0307bc06..333d5b05 100644 --- a/shaders/glsl330/bloom.fs +++ b/shaders/glsl330/bloom.fs @@ -6,33 +6,35 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + // Calculate final fragment color + finalColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs index 7c31f727..e4df406d 100644 --- a/shaders/glsl330/blur.fs +++ b/shaders/glsl330/blur.fs @@ -6,15 +6,16 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables -const float renderWidth = 1280.0; -const float renderHeight = 720.0; +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); diff --git a/shaders/glsl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs index c12c48cd..f95ad075 100644 --- a/shaders/glsl330/cross_hatching.fs +++ b/shaders/glsl330/cross_hatching.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; diff --git a/shaders/glsl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs index 7c87c6cd..9cdd36ca 100644 --- a/shaders/glsl330/cross_stitching.fs +++ b/shaders/glsl330/cross_stitching.fs @@ -6,15 +6,16 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables -const float renderWidth = 1280.0; -const float renderHeight = 720.0; +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; float stitchingSize = 6.0; diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs index 06d399f9..2422f390 100644 --- a/shaders/glsl330/depth.fs +++ b/shaders/glsl330/depth.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; // Depth texture -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; diff --git a/shaders/glsl330/dream_vision.fs b/shaders/glsl330/dream_vision.fs index 0ea4ce20..03115862 100644 --- a/shaders/glsl330/dream_vision.fs +++ b/shaders/glsl330/dream_vision.fs @@ -5,7 +5,7 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl330/fisheye.fs b/shaders/glsl330/fisheye.fs index 5bd9abf4..e85d7c9d 100644 --- a/shaders/glsl330/fisheye.fs +++ b/shaders/glsl330/fisheye.fs @@ -5,7 +5,7 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs deleted file mode 100644 index b2414a15..00000000 --- a/shaders/glsl330/phong.fs +++ /dev/null @@ -1,85 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec3 fragNormal; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -// Light uniform values -uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); -uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); -uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); -uniform float lightIntensity = 1.0; -uniform float lightSpecIntensity = 1.0; - -// Material uniform values -uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); -uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); -uniform float matGlossiness = 50.0; - -// World uniform values -uniform vec3 lightPosition; -uniform vec3 cameraPosition; - -// Fragment shader output data -out vec4 fragColor; - -// Calculate ambient lighting component -vec3 AmbientLighting() -{ - return (matAmbientColor*lightAmbientColor); -} - -// Calculate diffuse lighting component -vec3 DiffuseLighting(in vec3 N, in vec3 L) -{ - // Lambertian reflection calculation - float diffuse = clamp(dot(N, L), 0, 1); - - return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse); -} - -// Calculate specular lighting component -vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) -{ - float specular = 0.0; - - // Calculate specular reflection only if the surface is oriented to the light source - if (dot(N, L) > 0) - { - // Calculate half vector - vec3 H = normalize(L + V); - - // Calculate specular intensity - specular = pow(dot(N, H), 3 + matGlossiness); - } - - return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); -} - -void main() -{ - // Normalize input vectors - vec3 L = normalize(lightPosition); - vec3 V = normalize(cameraPosition); - vec3 N = normalize(fragNormal); - - // Calculate lighting components - vec3 ambient = AmbientLighting(); - vec3 diffuse = DiffuseLighting(N, L); - vec3 specular = SpecularLighting(N, L, V); - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); -} \ No newline at end of file diff --git a/shaders/glsl330/phong.vs b/shaders/glsl330/phong.vs deleted file mode 100644 index d68d9b3f..00000000 --- a/shaders/glsl330/phong.vs +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; - -// Input uniform values -uniform mat4 mvpMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec3 fragNormal; - -// NOTE: Add here your custom variables -uniform mat4 modelMatrix; - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate view vector normal from model - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -} \ No newline at end of file diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs index 9ed3ea7d..cf8aec44 100644 --- a/shaders/glsl330/pixel.fs +++ b/shaders/glsl330/pixel.fs @@ -6,15 +6,16 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables -const float renderWidth = 1280.0; -const float renderHeight = 720.0; +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; uniform float pixelWidth = 5.0; uniform float pixelHeight = 5.0; diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs index f1d72a19..be2b5dd6 100644 --- a/shaders/glsl330/posterization.fs +++ b/shaders/glsl330/posterization.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs index 9269dfd4..6a55c762 100644 --- a/shaders/glsl330/predator.fs +++ b/shaders/glsl330/predator.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs index 177f000d..22dc9cd5 100644 --- a/shaders/glsl330/scanlines.fs +++ b/shaders/glsl330/scanlines.fs @@ -6,20 +6,23 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float offset = 0.0; -float frequency = 720.0/3.0; uniform float time; void main() { + float frequency = renderHeight/3.0; /* // Scanlines method 1 float tval = 0; //time diff --git a/shaders/glsl330/standard.fs b/shaders/glsl330/standard.fs index e5a6d1bc..f728be81 100644 --- a/shaders/glsl330/standard.fs +++ b/shaders/glsl330/standard.fs @@ -34,7 +34,6 @@ struct Light { }; const int maxLights = 8; -uniform int lightsCount; uniform Light lights[maxLights]; vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) @@ -134,19 +133,15 @@ void main() float spec = 1.0; if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); - for (int i = 0; i < lightsCount; i++) + for (int i = 0; i < maxLights; i++) { // Check if light is enabled if (lights[i].enabled == 1) { // Calculate lighting based on light type - switch (lights[i].type) - { - case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; - case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break; - case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break; - default: break; - } + if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec); + else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec); + else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec); } } diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs index 80c16cc9..c4b66768 100644 --- a/shaders/glsl330/swirl.fs +++ b/shaders/glsl330/swirl.fs @@ -6,15 +6,16 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables -const float renderWidth = 800.0; // HARDCODED for example! -const float renderHeight = 480.0; // Use uniforms instead... +// NOTE: Render size values must be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float radius = 250.0; float angle = 0.8; diff --git a/src/Makefile b/src/Makefile index 3c66e4f4..ee3f0c12 100644 --- a/src/Makefile +++ b/src/Makefile @@ -35,7 +35,7 @@ # possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB PLATFORM ?= PLATFORM_DESKTOP -# define if you want shared or static version of library. +# define YES if you want shared/dynamic version of library instead of static (default) SHARED ?= NO # determine if the file has root access (only for installing raylib) @@ -95,8 +95,13 @@ endif # -Wno-missing-braces ignore invalid warning (GCC bug 53119) CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces +# if shared library required, make sure code is compiled as position independent ifeq ($(SHARED),YES) CFLAGS += -fPIC + SHAREDFLAG = BUILDING_DLL + SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lopenal32 -lgdi32 +else + SHAREDFLAG = BUILDING_STATIC endif #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes @@ -152,12 +157,16 @@ ifeq ($(PLATFORM),PLATFORM_WEB) @echo "libraylib.bc generated (web version)!" else ifeq ($(SHARED),YES) - ifeq ($(PLATFORM_OS),LINUX) - # compile raylib to shared library version for GNU/Linux. - # WARNING: you should type "make clean" before doing this target - $(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) - @echo "libraylib.so generated (shared library)!" - endif + ifeq ($(PLATFORM_OS),LINUX) + # compile raylib to shared library version for GNU/Linux. + # WARNING: you should type "make clean" before doing this target + $(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) + @echo "raylib shared library (libraylib.so) generated!" + endif + ifeq ($(PLATFORM_OS),WINDOWS) + $(CC) -shared -o $(OUTPUT_PATH)/raylib.dll $(OBJS) $(SHAREDLIBS) -Wl,--out-implib,$(OUTPUT_PATH)/libraylibdll.a + @echo "raylib dynamic library (raylib.dll) and MSVC required import library (libraylibdll.a) generated!" + endif else # compile raylib static library for desktop platforms. ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS) @@ -168,32 +177,32 @@ endif # compile all modules with their prerequisites # compile core module -core.o : core.c raylib.h rlgl.h utils.h raymath.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(PLATFORM) +core.o : core.c raylib.h rlgl.h utils.h raymath.h gestures.h + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile rlgl module rlgl.o : rlgl.c rlgl.h raymath.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(GRAPHICS) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(GRAPHICS) # compile shapes module shapes.o : shapes.c raylib.h rlgl.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG) # compile textures module textures.o : textures.c rlgl.h utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) -D$(SHAREDFLAG) # compile text module text.o : text.c raylib.h utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG) # compile models module models.o : models.c raylib.h rlgl.h raymath.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile audio module audio.o : audio.c raylib.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile stb_vorbis library external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h @@ -201,15 +210,7 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h # compile utils module utils.o : utils.c utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) - -# compile camera module -camera.o : camera.c raylib.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) - -#compile gestures module -gestures.o : gestures.c raylib.h - $(CC) -c $< $(CFLAGS) $(INCLUDE) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # It installs generated and needed files to compile projects using raylib. # The installation works manually. @@ -222,10 +223,10 @@ ifeq ($(ROOT),root) # /usr/local/include/) are for libraries that are installed # manually (without a package manager). ifeq ($(SHARED),YES) - cp --update libraylib.so /usr/local/lib/libraylib.so + cp --update $(OUTPUT_PATH)/libraylib.so /usr/local/lib/libraylib.so else cp --update raylib.h /usr/local/include/raylib.h - cp --update libraylib.a /usr/local/lib/libraylib.a + cp --update $(OUTPUT_PATH)/libraylib.a /usr/local/lib/libraylib.a endif @echo "raylib dev files installed/updated!" else diff --git a/src/android/jni/Android.mk b/src/android/jni/Android.mk index 66851d08..687c6577 100644 --- a/src/android/jni/Android.mk +++ b/src/android/jni/Android.mk @@ -4,7 +4,7 @@ # # Static library compilation # -# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) # # This software is provided "as-is", without any express or implied warranty. In no event # will the authors be held liable for any damages arising from the use of this software. @@ -42,7 +42,6 @@ LOCAL_SRC_FILES :=\ ../../textures.c \ ../../text.c \ ../../shapes.c \ - ../../gestures.c \ ../../models.c \ ../../utils.c \ ../../audio.c \ diff --git a/src/audio.c b/src/audio.c index 38fefd12..90bf4968 100644 --- a/src/audio.c +++ b/src/audio.c @@ -2,7 +2,7 @@ * * raylib.audio * -* Basic functions to manage Audio: +* Basic functions to manage Audio: * Manage audio device (init/close) * Load and Unload audio files * Play/Stop/Pause/Resume loaded audio @@ -55,6 +55,7 @@ #include // Required for: strcmp(), strncmp() #include // Required for: FILE, fopen(), fclose(), fread() +// Tokens defined by OpenAL extension: AL_EXT_float32 #ifndef AL_FORMAT_MONO_FLOAT32 #define AL_FORMAT_MONO_FLOAT32 0x10010 #endif @@ -78,75 +79,40 @@ #define JAR_MOD_IMPLEMENTATION #include "external/jar_mod.h" // MOD loading functions +#ifdef _MSC_VER + #undef bool +#endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_STREAM_BUFFERS 2 // Number of buffers for each source -#define MAX_MUSIC_STREAMS 2 // Number of simultanious music sources -#define MAX_MIX_CHANNELS 4 // Number of mix channels (OpenAL sources) +#define MAX_STREAM_BUFFERS 2 // Number of buffers for each audio stream -#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID) - // NOTE: On RPI and Android should be lower to avoid frame-stalls - #define MUSIC_BUFFER_SIZE_SHORT 4096*2 // PCM data buffer (short) - 16Kb (RPI) - #define MUSIC_BUFFER_SIZE_FLOAT 4096 // PCM data buffer (float) - 16Kb (RPI) -#else - // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... - #define MUSIC_BUFFER_SIZE_SHORT 4096*8 // PCM data buffer (short) - 64Kb - #define MUSIC_BUFFER_SIZE_FLOAT 4096*4 // PCM data buffer (float) - 64Kb -#endif +// NOTE: Music buffer size is defined by number of samples, independent of sample size +// After some math, considering a sampleRate of 48000, a buffer refill rate of 1/60 seconds +// and double-buffering system, I concluded that a 4096 samples buffer should be enough +// In case of music-stalls, just increase this number +#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. short: 32Kb) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -// Used to create custom audio streams that are not bound to a specific file. -// There can be no more than 4 concurrent mixchannels in use. -// This is due to each active mixc being tied to a dedicated mix channel. -typedef struct MixChannel { - unsigned short sampleRate; // default is 48000 - unsigned char channels; // 1=mono,2=stereo - unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream - bool floatingPoint; // if false then the short datatype is used instead - bool playing; // false if paused - - ALenum alFormat; // OpenAL format specifier - ALuint alSource; // OpenAL source - ALuint alBuffer[MAX_STREAM_BUFFERS]; // OpenAL sample buffer -} MixChannel; +typedef enum { MUSIC_AUDIO_OGG = 0, MUSIC_MODULE_XM, MUSIC_MODULE_MOD } MusicContextType; // Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed into a mix channel... -typedef struct Music { - stb_vorbis *stream; - jar_xm_context_t *xmctx; // XM chiptune context - jar_mod_context_t modctx; // MOD chiptune context - MixChannel *mixc; // Mix channel - - unsigned int totalSamplesLeft; - float totalLengthSeconds; - bool loop; - bool chipTune; // chiptune is loaded? - bool enabled; -} Music; +typedef struct MusicData { + MusicContextType ctxType; // Type of music context (OGG, XM, MOD) + stb_vorbis *ctxOgg; // OGG audio context + jar_xm_context_t *ctxXm; // XM chiptune context + jar_mod_context_t ctxMod; // MOD chiptune context -// Audio errors registered -typedef enum { - ERROR_RAW_CONTEXT_CREATION = 1, - ERROR_XM_CONTEXT_CREATION = 2, - ERROR_MOD_CONTEXT_CREATION = 4, - ERROR_MIX_CHANNEL_CREATION = 8, - ERROR_MUSIC_CHANNEL_CREATION = 16, - ERROR_LOADING_XM = 32, - ERROR_LOADING_MOD = 64, - ERROR_LOADING_WAV = 128, - ERROR_LOADING_OGG = 256, - ERROR_OUT_OF_MIX_CHANNELS = 512, - ERROR_EXTENSION_NOT_RECOGNIZED = 1024, - ERROR_UNABLE_TO_OPEN_RRES_FILE = 2048, - ERROR_INVALID_RRES_FILE = 4096, - ERROR_INVALID_RRES_RESOURCE = 8192, - ERROR_UNINITIALIZED_CHANNELS = 16384 -} AudioError; + AudioStream stream; // Audio stream (double buffering) + + bool loop; // Repeat music after finish (loop) + unsigned int totalSamples; // Total number of samples + unsigned int samplesLeft; // Number of samples left to end +} MusicData, *Music; #if defined(AUDIO_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; @@ -155,26 +121,13 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static Music musicStreams[MAX_MUSIC_STREAMS]; // Current music loaded, up to two can play at the same time -static MixChannel *mixChannels[MAX_MIX_CHANNELS]; // Mix channels currently active (from music streams) - -static int lastAudioError = 0; // Registers last audio error +// ... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -static Wave LoadWAV(const char *fileName); // Load WAV file -static Wave LoadOGG(char *fileName); // Load OGG file -static void UnloadWave(Wave wave); // Unload wave data - -static bool BufferMusicStream(int index, int numBuffers); // Fill music buffers with data -static void EmptyMusicStream(int index); // Empty music buffers - -static MixChannel *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint); -static void CloseMixChannel(MixChannel *mixc); // Frees mix channel -static int BufferMixChannel(MixChannel *mixc, void *data, int numberElements); // Pushes more audio data into mix channel -//static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len); // Pass two arrays of the same legnth in -//static void ResampleByteToFloat(char *chars, float *floats, unsigned short len); // Pass two arrays of same length in +static Wave LoadWAV(const char *fileName); // Load WAV file +static Wave LoadOGG(const char *fileName); // Load OGG file #if defined(AUDIO_STANDALONE) const char *GetExtension(const char *fileName); // Get the extension for a filename @@ -185,362 +138,120 @@ void TraceLog(int msgType, const char *text, ...); // Outputs a trace log messa // Module Functions Definition - Audio Device initialization and Closing //---------------------------------------------------------------------------------- -// Initialize audio device and mixc +// Initialize audio device void InitAudioDevice(void) { // Open and initialize a device with default settings ALCdevice *device = alcOpenDevice(NULL); if (!device) TraceLog(ERROR, "Audio device could not be opened"); - - ALCcontext *context = alcCreateContext(device, NULL); - - if ((context == NULL) || (alcMakeContextCurrent(context) == ALC_FALSE)) + else { - if (context != NULL) alcDestroyContext(context); + ALCcontext *context = alcCreateContext(device, NULL); - alcCloseDevice(device); + if ((context == NULL) || (alcMakeContextCurrent(context) == ALC_FALSE)) + { + if (context != NULL) alcDestroyContext(context); - TraceLog(ERROR, "Could not setup mix channel"); + alcCloseDevice(device); + + TraceLog(ERROR, "Could not initialize audio context"); + } + else + { + TraceLog(INFO, "Audio device and context initialized successfully: %s", alcGetString(device, ALC_DEVICE_SPECIFIER)); + + // Listener definition (just for 2D) + alListener3f(AL_POSITION, 0, 0, 0); + alListener3f(AL_VELOCITY, 0, 0, 0); + alListener3f(AL_ORIENTATION, 0, 0, -1); + } } - - TraceLog(INFO, "Audio device and context initialized successfully: %s", alcGetString(device, ALC_DEVICE_SPECIFIER)); - - // Listener definition (just for 2D) - alListener3f(AL_POSITION, 0, 0, 0); - alListener3f(AL_VELOCITY, 0, 0, 0); - alListener3f(AL_ORIENTATION, 0, 0, -1); } // Close the audio device for all contexts void CloseAudioDevice(void) { - for (int index = 0; index < MAX_MUSIC_STREAMS; index++) - { - if (musicStreams[index].mixc) StopMusicStream(index); // Stop music streaming and close current stream - } - ALCdevice *device; ALCcontext *context = alcGetCurrentContext(); - if (context == NULL) TraceLog(WARNING, "Could not get current mix channel for closing"); + if (context == NULL) TraceLog(WARNING, "Could not get current audio context for closing"); device = alcGetContextsDevice(context); alcMakeContextCurrent(NULL); alcDestroyContext(context); alcCloseDevice(device); + + TraceLog(INFO, "Audio device closed successfully"); } // Check if device has been initialized successfully bool IsAudioDeviceReady(void) { ALCcontext *context = alcGetCurrentContext(); - + if (context == NULL) return false; else { ALCdevice *device = alcGetContextsDevice(context); - + if (device == NULL) return false; else return true; } } -//---------------------------------------------------------------------------------- -// Module Functions Definition - Custom audio output -//---------------------------------------------------------------------------------- - -// Init mix channel for streaming -// The mixChannel is what audio muxing channel you want to operate on, 0-3 are the ones available. -// Each mix channel can only be used one at a time. -static MixChannel *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint) -{ - if (mixChannel >= MAX_MIX_CHANNELS) return NULL; - if (!IsAudioDeviceReady()) InitAudioDevice(); - - if (!mixChannels[mixChannel]) - { - MixChannel *mixc = (MixChannel *)malloc(sizeof(MixChannel)); - mixc->sampleRate = sampleRate; - mixc->channels = channels; - mixc->mixChannel = mixChannel; - mixc->floatingPoint = floatingPoint; - mixChannels[mixChannel] = mixc; - - // Setup OpenAL format - if (channels == 1) - { - if (floatingPoint) mixc->alFormat = AL_FORMAT_MONO_FLOAT32; - else mixc->alFormat = AL_FORMAT_MONO16; - } - else if (channels == 2) - { - if (floatingPoint) mixc->alFormat = AL_FORMAT_STEREO_FLOAT32; - else mixc->alFormat = AL_FORMAT_STEREO16; - } - - // Create an audio source - alGenSources(1, &mixc->alSource); - alSourcef(mixc->alSource, AL_PITCH, 1); - alSourcef(mixc->alSource, AL_GAIN, 1); - alSource3f(mixc->alSource, AL_POSITION, 0, 0, 0); - alSource3f(mixc->alSource, AL_VELOCITY, 0, 0, 0); - - // Create Buffer - alGenBuffers(MAX_STREAM_BUFFERS, mixc->alBuffer); - - // Fill buffers - for (int i = 0; i < MAX_STREAM_BUFFERS; i++) - { - // Initialize buffer with zeros by default - if (mixc->floatingPoint) - { - float pcm[MUSIC_BUFFER_SIZE_FLOAT] = { 0.0f }; - alBufferData(mixc->alBuffer[i], mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_FLOAT*sizeof(float), mixc->sampleRate); - } - else - { - short pcm[MUSIC_BUFFER_SIZE_SHORT] = { 0 }; - alBufferData(mixc->alBuffer[i], mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_SHORT*sizeof(short), mixc->sampleRate); - } - } - - alSourceQueueBuffers(mixc->alSource, MAX_STREAM_BUFFERS, mixc->alBuffer); - mixc->playing = true; - alSourcePlay(mixc->alSource); - - return mixc; - } - - return NULL; -} - -// Frees buffer in mix channel -static void CloseMixChannel(MixChannel *mixc) -{ - if (mixc) - { - alSourceStop(mixc->alSource); - mixc->playing = false; - - // Flush out all queued buffers - ALuint buffer = 0; - int queued = 0; - alGetSourcei(mixc->alSource, AL_BUFFERS_QUEUED, &queued); - - while (queued > 0) - { - alSourceUnqueueBuffers(mixc->alSource, 1, &buffer); - queued--; - } - - // Delete source and buffers - alDeleteSources(1, &mixc->alSource); - alDeleteBuffers(MAX_STREAM_BUFFERS, mixc->alBuffer); - mixChannels[mixc->mixChannel] = NULL; - free(mixc); - mixc = NULL; - } -} - -// Pushes more audio data into mix channel, only one buffer per call -// Call "BufferMixChannel(mixc, NULL, 0)" if you want to pause the audio. -// Returns number of samples that where processed. -static int BufferMixChannel(MixChannel *mixc, void *data, int numberElements) -{ - if (!mixc || (mixChannels[mixc->mixChannel] != mixc)) return 0; // When there is two channels there must be an even number of samples - - if (!data || !numberElements) - { - // Pauses audio until data is given - if (mixc->playing) - { - alSourcePause(mixc->alSource); - mixc->playing = false; - } - - return 0; - } - else if (!mixc->playing) - { - // Restart audio otherwise - alSourcePlay(mixc->alSource); - mixc->playing = true; - } - - ALuint buffer = 0; - - alSourceUnqueueBuffers(mixc->alSource, 1, &buffer); - if (!buffer) return 0; - - if (mixc->floatingPoint) - { - // Process float buffers - float *ptr = (float *)data; - alBufferData(buffer, mixc->alFormat, ptr, numberElements*sizeof(float), mixc->sampleRate); - } - else - { - // Process short buffers - short *ptr = (short *)data; - alBufferData(buffer, mixc->alFormat, ptr, numberElements*sizeof(short), mixc->sampleRate); - } - - alSourceQueueBuffers(mixc->alSource, 1, &buffer); - - return numberElements; -} - -/* -// Convert data from short to float -// example usage: -// short sh[3] = {1,2,3};float fl[3]; -// ResampleShortToFloat(sh,fl,3); -static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len) -{ - for (int i = 0; i < len; i++) - { - if (shorts[i] < 0) floats[i] = (float)shorts[i]/32766.0f; - else floats[i] = (float)shorts[i]/32767.0f; - } -} - -// Convert data from float to short -// example usage: -// char ch[3] = {1,2,3};float fl[3]; -// ResampleByteToFloat(ch,fl,3); -static void ResampleByteToFloat(char *chars, float *floats, unsigned short len) -{ - for (int i = 0; i < len; i++) - { - if (chars[i] < 0) floats[i] = (float)chars[i]/127.0f; - else floats[i] = (float)chars[i]/128.0f; - } -} -*/ - -// Initialize raw audio mix channel for audio buffering -// NOTE: Returns mix channel index or -1 if it fails (errors are registered on lastAudioError) -int InitRawMixChannel(int sampleRate, int channels, bool floatingPoint) -{ - int mixIndex; - - for (mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot - { - if (mixChannels[mixIndex] == NULL) break; - else if (mixIndex == (MAX_MIX_CHANNELS - 1)) - { - lastAudioError = ERROR_OUT_OF_MIX_CHANNELS; - return -1; - } - } - - if (InitMixChannel(sampleRate, mixIndex, channels, floatingPoint)) return mixIndex; - else - { - lastAudioError = ERROR_RAW_CONTEXT_CREATION; - return -1; - } -} - -// Buffers data directly to raw mix channel -// if 0 is returned, buffers are still full and you need to keep trying with the same data -// otherwise it will return number of samples buffered. -// NOTE: Data could be either be an array of floats or shorts, depending on the created context -int BufferRawAudioContext(int ctx, void *data, unsigned short numberElements) -{ - int numBuffered = 0; - - if (ctx >= 0) - { - MixChannel *mixc = mixChannels[ctx]; - numBuffered = BufferMixChannel(mixc, data, numberElements); - } - - return numBuffered; -} - -// Closes and frees raw mix channel -void CloseRawAudioContext(int ctx) -{ - if (mixChannels[ctx]) CloseMixChannel(mixChannels[ctx]); -} - //---------------------------------------------------------------------------------- // Module Functions Definition - Sounds loading and playing (.WAV) //---------------------------------------------------------------------------------- -// Load sound to memory -Sound LoadSound(char *fileName) +// Load wave data from file into RAM +Wave LoadWave(const char *fileName) { - Sound sound = { 0 }; Wave wave = { 0 }; - // NOTE: The entire file is loaded to memory to play it all at once (no-streaming) + if (strcmp(GetExtension(fileName), "wav") == 0) wave = LoadWAV(fileName); + else if (strcmp(GetExtension(fileName), "ogg") == 0) wave = LoadOGG(fileName); + else TraceLog(WARNING, "[%s] File extension not recognized, it can't be loaded", fileName); - // Audio file loading - // NOTE: Buffer space is allocated inside function, Wave must be freed + return wave; +} - if (strcmp(GetExtension(fileName),"wav") == 0) wave = LoadWAV(fileName); - else if (strcmp(GetExtension(fileName),"ogg") == 0) wave = LoadOGG(fileName); - else - { - TraceLog(WARNING, "[%s] Sound extension not recognized, it can't be loaded", fileName); - - // TODO: Find a better way to register errors (similar to glGetError()) - lastAudioError = ERROR_EXTENSION_NOT_RECOGNIZED; - } +// Load wave data from float array data (32bit) +Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels) +{ + Wave wave; + + wave.data = data; + wave.sampleCount = sampleCount; + wave.sampleRate = sampleRate; + wave.sampleSize = 32; + wave.channels = channels; + + // NOTE: Copy wave data to work with, + // user is responsible of input data to free + Wave cwave = WaveCopy(wave); + + WaveFormat(&cwave, sampleRate, sampleSize, channels); + + return cwave; +} - if (wave.data != NULL) - { - ALenum format = 0; - // The OpenAL format is worked out by looking at the number of channels and the bits per sample - if (wave.channels == 1) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; - } - else if (wave.channels == 2) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; - } - - // Create an audio source - ALuint source; - alGenSources(1, &source); // Generate pointer to audio source - - alSourcef(source, AL_PITCH, 1); - alSourcef(source, AL_GAIN, 1); - alSource3f(source, AL_POSITION, 0, 0, 0); - alSource3f(source, AL_VELOCITY, 0, 0, 0); - alSourcei(source, AL_LOOPING, AL_FALSE); - - // Convert loaded data to OpenAL buffer - //---------------------------------------- - ALuint buffer; - alGenBuffers(1, &buffer); // Generate pointer to buffer - - // Upload sound data to buffer - alBufferData(buffer, format, wave.data, wave.dataSize, wave.sampleRate); - - // Attach sound buffer to source - alSourcei(source, AL_BUFFER, buffer); - - TraceLog(INFO, "[%s] Sound file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", fileName, wave.sampleRate, wave.bitsPerSample, wave.channels); - - // Unallocate WAV data - UnloadWave(wave); - - sound.source = source; - sound.buffer = buffer; - } +// Load sound to memory +// NOTE: The entire file is loaded to memory to be played (no-streaming) +Sound LoadSound(const char *fileName) +{ + Wave wave = LoadWave(fileName); + + Sound sound = LoadSoundFromWave(wave); + + UnloadWave(wave); // Sound is loaded, we can unload wave return sound; } // Load sound from wave data +// NOTE: Wave data must be unallocated manually Sound LoadSoundFromWave(Wave wave) { Sound sound = { 0 }; @@ -548,17 +259,29 @@ Sound LoadSoundFromWave(Wave wave) if (wave.data != NULL) { ALenum format = 0; - // The OpenAL format is worked out by looking at the number of channels and the bits per sample + + // The OpenAL format is worked out by looking at the number of channels and the sample size (bits per sample) if (wave.channels == 1) { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; + switch (wave.sampleSize) + { + case 8: format = AL_FORMAT_MONO8; break; + case 16: format = AL_FORMAT_MONO16; break; + case 32: format = AL_FORMAT_MONO_FLOAT32; break; + default: TraceLog(WARNING, "Wave sample size not supported: %i", wave.sampleSize); break; + } } else if (wave.channels == 2) { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; + switch (wave.sampleSize) + { + case 8: format = AL_FORMAT_STEREO8; break; + case 16: format = AL_FORMAT_STEREO16; break; + case 32: format = AL_FORMAT_STEREO_FLOAT32; break; + default: TraceLog(WARNING, "Wave sample size not supported: %i", wave.sampleSize); break; + } } + else TraceLog(WARNING, "Wave number of channels not supported: %i", wave.channels); // Create an audio source ALuint source; @@ -575,19 +298,19 @@ Sound LoadSoundFromWave(Wave wave) ALuint buffer; alGenBuffers(1, &buffer); // Generate pointer to buffer + unsigned int dataSize = wave.sampleCount*wave.sampleSize/8; // Size in bytes + // Upload sound data to buffer - alBufferData(buffer, format, wave.data, wave.dataSize, wave.sampleRate); + alBufferData(buffer, format, wave.data, dataSize, wave.sampleRate); // Attach sound buffer to source alSourcei(source, AL_BUFFER, buffer); - // Unallocate WAV data - UnloadWave(wave); - - TraceLog(INFO, "[Wave] Sound file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", wave.sampleRate, wave.bitsPerSample, wave.channels); + TraceLog(INFO, "[SND ID %i][BUFR ID %i] Sound data loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", source, buffer, wave.sampleRate, wave.sampleSize, wave.channels); sound.source = source; sound.buffer = buffer; + sound.format = format; } return sound; @@ -602,9 +325,9 @@ Sound LoadSoundFromRES(const char *rresName, int resId) #if defined(AUDIO_STANDALONE) TraceLog(WARNING, "Sound loading from rRES resource file not supported on standalone mode"); #else - + bool found = false; - + char id[4]; // rRES file identifier unsigned char version; // rRES file version and subversion char useless; // rRES header reserved data @@ -614,11 +337,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId) FILE *rresFile = fopen(rresName, "rb"); - if (rresFile == NULL) - { - TraceLog(WARNING, "[%s] rRES raylib resource file could not be opened", rresName); - lastAudioError = ERROR_UNABLE_TO_OPEN_RRES_FILE; - } + if (rresFile == NULL) TraceLog(WARNING, "[%s] rRES raylib resource file could not be opened", rresName); else { // Read rres file (basic file check - id) @@ -632,7 +351,6 @@ Sound LoadSoundFromRES(const char *rresName, int resId) if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S')) { TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName); - lastAudioError = ERROR_INVALID_RRES_FILE; } else { @@ -664,8 +382,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId) fread(&reserved, 1, 1, rresFile); // wave.sampleRate = sampleRate; - wave.dataSize = infoHeader.srcSize; - wave.bitsPerSample = bps; + wave.sampleSize = bps; wave.channels = (short)channels; unsigned char *data = malloc(infoHeader.size); @@ -676,55 +393,12 @@ Sound LoadSoundFromRES(const char *rresName, int resId) free(data); - // Convert wave to Sound (OpenAL) - ALenum format = 0; + sound = LoadSoundFromWave(wave); - // The OpenAL format is worked out by looking at the number of channels and the bits per sample - if (wave.channels == 1) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; - } - else if (wave.channels == 2) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; - } - - // Create an audio source - ALuint source; - alGenSources(1, &source); // Generate pointer to audio source - - alSourcef(source, AL_PITCH, 1); - alSourcef(source, AL_GAIN, 1); - alSource3f(source, AL_POSITION, 0, 0, 0); - alSource3f(source, AL_VELOCITY, 0, 0, 0); - alSourcei(source, AL_LOOPING, AL_FALSE); - - // Convert loaded data to OpenAL buffer - //---------------------------------------- - ALuint buffer; - alGenBuffers(1, &buffer); // Generate pointer to buffer - - // Upload sound data to buffer - alBufferData(buffer, format, (void*)wave.data, wave.dataSize, wave.sampleRate); - - // Attach sound buffer to source - alSourcei(source, AL_BUFFER, buffer); - - TraceLog(INFO, "[%s] Sound loaded successfully from resource (SampleRate: %i, BitRate: %i, Channels: %i)", rresName, wave.sampleRate, wave.bitsPerSample, wave.channels); - - // Unallocate WAV data + // Sound is loaded, we can unload wave data UnloadWave(wave); - - sound.source = source; - sound.buffer = buffer; - } - else - { - TraceLog(WARNING, "[%s] Required resource do not seem to be a valid SOUND resource", rresName); - lastAudioError = ERROR_INVALID_RRES_RESOURCE; } + else TraceLog(WARNING, "[%s] Required resource do not seem to be a valid SOUND resource", rresName); } else { @@ -753,13 +427,48 @@ Sound LoadSoundFromRES(const char *rresName, int resId) return sound; } +// Unload Wave data +void UnloadWave(Wave wave) +{ + free(wave.data); + + TraceLog(INFO, "Unloaded wave data from RAM"); +} + // Unload sound void UnloadSound(Sound sound) { alDeleteSources(1, &sound.source); alDeleteBuffers(1, &sound.buffer); + + TraceLog(INFO, "[SND ID %i][BUFR ID %i] Unloaded sound data from RAM", sound.source, sound.buffer); +} + +// Update sound buffer with new data +// NOTE: data must match sound.format +void UpdateSound(Sound sound, void *data, int numSamples) +{ + ALint sampleRate, sampleSize, channels; + alGetBufferi(sound.buffer, AL_FREQUENCY, &sampleRate); + alGetBufferi(sound.buffer, AL_BITS, &sampleSize); // It could also be retrieved from sound.format + alGetBufferi(sound.buffer, AL_CHANNELS, &channels); // It could also be retrieved from sound.format - TraceLog(INFO, "Unloaded sound data"); + TraceLog(DEBUG, "UpdateSound() : AL_FREQUENCY: %i", sampleRate); + TraceLog(DEBUG, "UpdateSound() : AL_BITS: %i", sampleSize); + TraceLog(DEBUG, "UpdateSound() : AL_CHANNELS: %i", channels); + + unsigned int dataSize = numSamples*sampleSize/8; // Size of data in bytes + + alSourceStop(sound.source); // Stop sound + alSourcei(sound.source, AL_BUFFER, 0); // Unbind buffer from sound to update + //alDeleteBuffers(1, &sound.buffer); // Delete current buffer data + //alGenBuffers(1, &sound.buffer); // Generate new buffer + + // Upload new data to sound buffer + alBufferData(sound.buffer, sound.format, data, dataSize, sampleRate); + + // Attach sound buffer to source again + alSourcei(sound.source, AL_BUFFER, sound.buffer); } // Play a sound @@ -777,7 +486,7 @@ void PlaySound(Sound sound) //int sampleRate; //alGetBufferi(sound.buffer, AL_FREQUENCY, &sampleRate); // AL_CHANNELS, AL_BITS (bps) - //float seconds = (float)byteOffset / sampleRate; // Number of seconds since the beginning of the sound + //float seconds = (float)byteOffset/sampleRate; // Number of seconds since the beginning of the sound //or //float result; //alGetSourcef(sound.source, AL_SEC_OFFSET, &result); // AL_SAMPLE_OFFSET @@ -789,6 +498,16 @@ void PauseSound(Sound sound) alSourcePause(sound.source); } +// Resume a paused sound +void ResumeSound(Sound sound) +{ + ALenum state; + + alGetSourcei(sound.source, AL_SOURCE_STATE, &state); + + if (state == AL_PAUSED) alSourcePlay(sound.source); +} + // Stop reproducing a sound void StopSound(Sound sound) { @@ -819,396 +538,538 @@ void SetSoundPitch(Sound sound, float pitch) alSourcef(sound.source, AL_PITCH, pitch); } +// Convert wave data to desired format +// TODO: Consider channels (mono - stereo) +void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels) +{ + if (wave->sampleSize != sampleSize) + { + float *samples = GetWaveData(*wave); //Color *pixels = GetImageData(*image); + + free(wave->data); + + wave->sampleSize = sampleSize; + + //sample *= 4.0f; // Arbitrary gain to get reasonable output volume... + //if (sample > 1.0f) sample = 1.0f; + //if (sample < -1.0f) sample = -1.0f; + + if (sampleSize == 8) + { + wave->data = (unsigned char *)malloc(wave->sampleCount*sizeof(unsigned char)); + + for (int i = 0; i < wave->sampleCount; i++) + { + ((unsigned char *)wave->data)[i] = (unsigned char)((float)samples[i]*127 + 128); + } + } + else if (sampleSize == 16) + { + wave->data = (short *)malloc(wave->sampleCount*sizeof(short)); + + for (int i = 0; i < wave->sampleCount; i++) + { + ((short *)wave->data)[i] = (short)((float)samples[i]*32000); // SHRT_MAX = 32767 + } + } + else if (sampleSize == 32) + { + wave->data = (float *)malloc(wave->sampleCount*sizeof(float)); + + for (int i = 0; i < wave->sampleCount; i++) + { + ((float *)wave->data)[i] = (float)samples[i]; + } + } + else TraceLog(WARNING, "Wave formatting: Sample size not supported"); + + free(samples); + } + + // NOTE: Only supported 1 or 2 channels (mono or stereo) + if ((channels > 0) && (channels < 3) && (wave->channels != channels)) + { + // TODO: Add/remove channels interlaced data if required... + } +} + +// Copy a wave to a new wave +Wave WaveCopy(Wave wave) +{ + Wave newWave; + + if (wave.sampleSize == 8) newWave.data = (unsigned char *)malloc(wave.sampleCount*wave.channels*sizeof(unsigned char)); + else if (wave.sampleSize == 16) newWave.data = (short *)malloc(wave.sampleCount*wave.channels*sizeof(short)); + else if (wave.sampleSize == 32) newWave.data = (float *)malloc(wave.sampleCount*wave.channels*sizeof(float)); + else TraceLog(WARNING, "Wave sample size not supported for copy"); + + if (newWave.data != NULL) + { + // NOTE: Size must be provided in bytes + memcpy(newWave.data, wave.data, wave.sampleCount*wave.channels*wave.sampleSize/8); + + newWave.sampleCount = wave.sampleCount; + newWave.sampleRate = wave.sampleRate; + newWave.sampleSize = wave.sampleSize; + newWave.channels = wave.channels; + } + + return newWave; +} + +// Crop a wave to defined samples range +// NOTE: Security check in case of out-of-range +void WaveCrop(Wave *wave, int initSample, int finalSample) +{ + if ((initSample >= 0) && (initSample < finalSample) && + (finalSample > 0) && (finalSample < wave->sampleCount)) + { + // TODO: Review cropping (it could be simplified...) + + float *samples = GetWaveData(*wave); + float *cropSamples = (float *)malloc((finalSample - initSample)*sizeof(float)); + + for (int i = initSample; i < finalSample; i++) cropSamples[i] = samples[i]; + + free(wave->data); + wave->data = cropSamples; + int sampleSize = wave->sampleSize; + wave->sampleSize = 32; + + WaveFormat(wave, wave->sampleRate, sampleSize, wave->channels); + } + else TraceLog(WARNING, "Wave crop range out of bounds"); +} + +// Get samples data from wave as a floats array +// NOTE: Returned sample values are normalized to range [-1..1] +// TODO: Consider multiple channels (mono - stereo) +float *GetWaveData(Wave wave) +{ + float *samples = (float *)malloc(wave.sampleCount*sizeof(float)); + + for (int i = 0; i < wave.sampleCount; i++) + { + if (wave.sampleSize == 8) samples[i] = (float)(((unsigned char *)wave.data)[i] - 127)/256.0f; + else if (wave.sampleSize == 16) samples[i] = (float)((short *)wave.data)[i]/32767.0f; + else if (wave.sampleSize == 32) samples[i] = ((float *)wave.data)[i]; + } + + return samples; +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Music loading and stream playing (.OGG) //---------------------------------------------------------------------------------- +// Load music stream from file +Music LoadMusicStream(const char *fileName) +{ + Music music = (MusicData *)malloc(sizeof(MusicData)); + + if (strcmp(GetExtension(fileName), "ogg") == 0) + { + // Open ogg audio stream + music->ctxOgg = stb_vorbis_open_filename(fileName, NULL, NULL); + + if (music->ctxOgg == NULL) TraceLog(WARNING, "[%s] OGG audio file could not be opened", fileName); + else + { + stb_vorbis_info info = stb_vorbis_get_info(music->ctxOgg); // Get Ogg file info + //float totalLengthSeconds = stb_vorbis_stream_length_in_seconds(music->ctxOgg); + + // TODO: Support 32-bit sampleSize OGGs + music->stream = InitAudioStream(info.sample_rate, 16, info.channels); + music->totalSamples = (unsigned int)stb_vorbis_stream_length_in_samples(music->ctxOgg)*info.channels; + music->samplesLeft = music->totalSamples; + music->ctxType = MUSIC_AUDIO_OGG; + music->loop = true; // We loop by default + + TraceLog(DEBUG, "[%s] OGG sample rate: %i", fileName, info.sample_rate); + TraceLog(DEBUG, "[%s] OGG channels: %i", fileName, info.channels); + TraceLog(DEBUG, "[%s] OGG memory required: %i", fileName, info.temp_memory_required); + + } + } + else if (strcmp(GetExtension(fileName), "xm") == 0) + { + int result = jar_xm_create_context_from_file(&music->ctxXm, 48000, fileName); + + if (!result) // XM context created successfully + { + jar_xm_set_max_loop_count(music->ctxXm, 0); // Set infinite number of loops + + // NOTE: Only stereo is supported for XM + music->stream = InitAudioStream(48000, 32, 2); + music->totalSamples = (unsigned int)jar_xm_get_remaining_samples(music->ctxXm); + music->samplesLeft = music->totalSamples; + music->ctxType = MUSIC_MODULE_XM; + music->loop = true; + + TraceLog(DEBUG, "[%s] XM number of samples: %i", fileName, music->totalSamples); + TraceLog(DEBUG, "[%s] XM track length: %11.6f sec", fileName, (float)music->totalSamples/48000.0f); + } + else TraceLog(WARNING, "[%s] XM file could not be opened", fileName); + } + else if (strcmp(GetExtension(fileName), "mod") == 0) + { + jar_mod_init(&music->ctxMod); + + if (jar_mod_load_file(&music->ctxMod, fileName)) + { + music->stream = InitAudioStream(48000, 16, 2); + music->totalSamples = (unsigned int)jar_mod_max_samples(&music->ctxMod); + music->samplesLeft = music->totalSamples; + music->ctxType = MUSIC_MODULE_MOD; + music->loop = true; + + TraceLog(INFO, "[%s] MOD number of samples: %i", fileName, music->samplesLeft); + TraceLog(INFO, "[%s] MOD track length: %11.6f sec", fileName, (float)music->totalSamples/48000.0f); + } + else TraceLog(WARNING, "[%s] MOD file could not be opened", fileName); + } + else TraceLog(WARNING, "[%s] Music extension not recognized, it can't be loaded", fileName); + + return music; +} + +// Unload music stream +void UnloadMusicStream(Music music) +{ + CloseAudioStream(music->stream); + + if (music->ctxType == MUSIC_AUDIO_OGG) stb_vorbis_close(music->ctxOgg); + else if (music->ctxType == MUSIC_MODULE_XM) jar_xm_free_context(music->ctxXm); + else if (music->ctxType == MUSIC_MODULE_MOD) jar_mod_unload(&music->ctxMod); + + free(music); +} + // Start music playing (open stream) -// returns 0 on success or error code -int PlayMusicStream(int index, char *fileName) +void PlayMusicStream(Music music) { - int mixIndex; - - if (musicStreams[index].stream || musicStreams[index].xmctx) return ERROR_UNINITIALIZED_CHANNELS; // error - - for (mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot - { - if (mixChannels[mixIndex] == NULL) break; - else if (mixIndex == (MAX_MIX_CHANNELS - 1)) return ERROR_OUT_OF_MIX_CHANNELS; // error - } - - if (strcmp(GetExtension(fileName),"ogg") == 0) - { - // Open audio stream - musicStreams[index].stream = stb_vorbis_open_filename(fileName, NULL, NULL); - - if (musicStreams[index].stream == NULL) - { - TraceLog(WARNING, "[%s] OGG audio file could not be opened", fileName); - return ERROR_LOADING_OGG; // error - } - else - { - // Get file info - stb_vorbis_info info = stb_vorbis_get_info(musicStreams[index].stream); - - TraceLog(INFO, "[%s] Ogg sample rate: %i", fileName, info.sample_rate); - TraceLog(INFO, "[%s] Ogg channels: %i", fileName, info.channels); - TraceLog(DEBUG, "[%s] Temp memory required: %i", fileName, info.temp_memory_required); - - musicStreams[index].loop = true; // We loop by default - musicStreams[index].enabled = true; - - - musicStreams[index].totalSamplesLeft = (unsigned int)stb_vorbis_stream_length_in_samples(musicStreams[index].stream) * info.channels; - musicStreams[index].totalLengthSeconds = stb_vorbis_stream_length_in_seconds(musicStreams[index].stream); - - if (info.channels == 2) - { - musicStreams[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 2, false); - musicStreams[index].mixc->playing = true; - } - else - { - musicStreams[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 1, false); - musicStreams[index].mixc->playing = true; - } - - if (!musicStreams[index].mixc) return ERROR_LOADING_OGG; // error - } - } - else if (strcmp(GetExtension(fileName),"xm") == 0) - { - // only stereo is supported for xm - if (!jar_xm_create_context_from_file(&musicStreams[index].xmctx, 48000, fileName)) - { - musicStreams[index].chipTune = true; - musicStreams[index].loop = true; - jar_xm_set_max_loop_count(musicStreams[index].xmctx, 0); // infinite number of loops - musicStreams[index].totalSamplesLeft = (unsigned int)jar_xm_get_remaining_samples(musicStreams[index].xmctx); - musicStreams[index].totalLengthSeconds = ((float)musicStreams[index].totalSamplesLeft)/48000.0f; - musicStreams[index].enabled = true; - - TraceLog(INFO, "[%s] XM number of samples: %i", fileName, musicStreams[index].totalSamplesLeft); - TraceLog(INFO, "[%s] XM track length: %11.6f sec", fileName, musicStreams[index].totalLengthSeconds); - - musicStreams[index].mixc = InitMixChannel(48000, mixIndex, 2, true); - - if (!musicStreams[index].mixc) return ERROR_XM_CONTEXT_CREATION; // error - - musicStreams[index].mixc->playing = true; - } - else - { - TraceLog(WARNING, "[%s] XM file could not be opened", fileName); - return ERROR_LOADING_XM; // error - } - } - else if (strcmp(GetExtension(fileName),"mod") == 0) - { - jar_mod_init(&musicStreams[index].modctx); - - if (jar_mod_load_file(&musicStreams[index].modctx, fileName)) - { - musicStreams[index].chipTune = true; - musicStreams[index].loop = true; - musicStreams[index].totalSamplesLeft = (unsigned int)jar_mod_max_samples(&musicStreams[index].modctx); - musicStreams[index].totalLengthSeconds = ((float)musicStreams[index].totalSamplesLeft)/48000.0f; - musicStreams[index].enabled = true; - - TraceLog(INFO, "[%s] MOD number of samples: %i", fileName, musicStreams[index].totalSamplesLeft); - TraceLog(INFO, "[%s] MOD track length: %11.6f sec", fileName, musicStreams[index].totalLengthSeconds); - - musicStreams[index].mixc = InitMixChannel(48000, mixIndex, 2, false); - - if (!musicStreams[index].mixc) return ERROR_MOD_CONTEXT_CREATION; // error - - musicStreams[index].mixc->playing = true; - } - else - { - TraceLog(WARNING, "[%s] MOD file could not be opened", fileName); - return ERROR_LOADING_MOD; // error - } - } - else - { - TraceLog(WARNING, "[%s] Music extension not recognized, it can't be loaded", fileName); - return ERROR_EXTENSION_NOT_RECOGNIZED; // error - } - - return 0; // normal return -} - -// Stop music playing for individual music index of musicStreams array (close stream) -void StopMusicStream(int index) -{ - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) - { - CloseMixChannel(musicStreams[index].mixc); - - if (musicStreams[index].xmctx) - jar_xm_free_context(musicStreams[index].xmctx); - else if (musicStreams[index].modctx.mod_loaded) - jar_mod_unload(&musicStreams[index].modctx); - else - stb_vorbis_close(musicStreams[index].stream); - - musicStreams[index].enabled = false; - - if (musicStreams[index].stream || musicStreams[index].xmctx) - { - musicStreams[index].stream = NULL; - musicStreams[index].xmctx = NULL; - } - } -} - -// Update (re-fill) music buffers if data already processed -void UpdateMusicStream(int index) -{ - ALenum state; - bool active = true; - ALint processed = 0; - - // Determine if music stream is ready to be written - alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_PROCESSED, &processed); - - if (musicStreams[index].mixc->playing && (index < MAX_MUSIC_STREAMS) && musicStreams[index].enabled && musicStreams[index].mixc && (processed > 0)) - { - active = BufferMusicStream(index, processed); - - if (!active && musicStreams[index].loop) - { - if (musicStreams[index].chipTune) - { - if(musicStreams[index].modctx.mod_loaded) jar_mod_seek_start(&musicStreams[index].modctx); - - musicStreams[index].totalSamplesLeft = musicStreams[index].totalLengthSeconds*48000.0f; - } - else - { - stb_vorbis_seek_start(musicStreams[index].stream); - musicStreams[index].totalSamplesLeft = stb_vorbis_stream_length_in_samples(musicStreams[index].stream)*musicStreams[index].mixc->channels; - } - - // Determine if music stream is ready to be written - alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_PROCESSED, &processed); - - active = BufferMusicStream(index, processed); - } - - if (alGetError() != AL_NO_ERROR) TraceLog(WARNING, "Error buffering data..."); - - alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state); - - if (state != AL_PLAYING && active) alSourcePlay(musicStreams[index].mixc->alSource); - - if (!active) StopMusicStream(index); - - } -} - -//get number of music channels active at this time, this does not mean they are playing -int GetMusicStreamCount(void) -{ - int musicCount = 0; - - // Find empty music slot - for (int musicIndex = 0; musicIndex < MAX_MUSIC_STREAMS; musicIndex++) - { - if(musicStreams[musicIndex].stream != NULL || musicStreams[musicIndex].chipTune) musicCount++; - } - - return musicCount; + alSourcePlay(music->stream.source); } // Pause music playing -void PauseMusicStream(int index) +void PauseMusicStream(Music music) { - // Pause music stream if music available! - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc && musicStreams[index].enabled) - { - TraceLog(INFO, "Pausing music stream"); - alSourcePause(musicStreams[index].mixc->alSource); - musicStreams[index].mixc->playing = false; - } + alSourcePause(music->stream.source); } // Resume music playing -void ResumeMusicStream(int index) +void ResumeMusicStream(Music music) { - // Resume music playing... if music available! ALenum state; + alGetSourcei(music->stream.source, AL_SOURCE_STATE, &state); + + if (state == AL_PAUSED) alSourcePlay(music->stream.source); +} + +// Stop music playing (close stream) +// TODO: Restart XM context +void StopMusicStream(Music music) +{ + alSourceStop(music->stream.source); - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) + switch (music->ctxType) { - alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state); - - if (state == AL_PAUSED) + case MUSIC_AUDIO_OGG: stb_vorbis_seek_start(music->ctxOgg); break; + case MUSIC_MODULE_XM: break; + case MUSIC_MODULE_MOD: jar_mod_seek_start(&music->ctxMod); break; + default: break; + } + + music->samplesLeft = music->totalSamples; +} + +// Update (re-fill) music buffers if data already processed +void UpdateMusicStream(Music music) +{ + ALenum state; + ALint processed = 0; + + alGetSourcei(music->stream.source, AL_SOURCE_STATE, &state); // Get music stream state + alGetSourcei(music->stream.source, AL_BUFFERS_PROCESSED, &processed); // Get processed buffers + + if (processed > 0) + { + bool active = true; + short pcm[AUDIO_BUFFER_SIZE]; + float pcmf[AUDIO_BUFFER_SIZE]; + int numBuffersToProcess = processed; + + int numSamples = 0; // Total size of data steamed in L+R samples for xm floats, + // individual L or R for ogg shorts + + for (int i = 0; i < numBuffersToProcess; i++) { - TraceLog(INFO, "Resuming music stream"); - alSourcePlay(musicStreams[index].mixc->alSource); - musicStreams[index].mixc->playing = true; + switch (music->ctxType) + { + case MUSIC_AUDIO_OGG: + { + if (music->samplesLeft >= AUDIO_BUFFER_SIZE) numSamples = AUDIO_BUFFER_SIZE; + else numSamples = music->samplesLeft; + + // NOTE: Returns the number of samples to process (should be the same as numSamples -> it is) + int numSamplesOgg = stb_vorbis_get_samples_short_interleaved(music->ctxOgg, music->stream.channels, pcm, numSamples); + + // TODO: Review stereo channels Ogg, not enough samples served! + UpdateAudioStream(music->stream, pcm, numSamplesOgg*music->stream.channels); + music->samplesLeft -= (numSamplesOgg*music->stream.channels); + + } break; + case MUSIC_MODULE_XM: + { + if (music->samplesLeft >= AUDIO_BUFFER_SIZE/2) numSamples = AUDIO_BUFFER_SIZE/2; + else numSamples = music->samplesLeft; + + // NOTE: Output buffer is 2*numsamples elements (left and right value for each sample) + jar_xm_generate_samples(music->ctxXm, pcmf, numSamples); + UpdateAudioStream(music->stream, pcmf, numSamples*2); // Using 32bit PCM data + music->samplesLeft -= numSamples; + + //TraceLog(INFO, "Samples left: %i", music->samplesLeft); + + } break; + case MUSIC_MODULE_MOD: + { + if (music->samplesLeft >= AUDIO_BUFFER_SIZE/2) numSamples = AUDIO_BUFFER_SIZE/2; + else numSamples = music->samplesLeft; + + // NOTE: Output buffer size is nbsample*channels (default: 48000Hz, 16bit, Stereo) + jar_mod_fillbuffer(&music->ctxMod, pcm, numSamples, 0); + UpdateAudioStream(music->stream, pcm, numSamples*2); + music->samplesLeft -= numSamples; + + } break; + default: break; + } + + if (music->samplesLeft <= 0) + { + active = false; + break; + } + } + + // This error is registered when UpdateAudioStream() fails + if (alGetError() == AL_INVALID_VALUE) TraceLog(WARNING, "OpenAL: Error buffering data..."); + + // Reset audio stream for looping + if (!active) + { + StopMusicStream(music); // Stop music (and reset) + + if (music->loop) PlayMusicStream(music); // Play again + } + else + { + // NOTE: In case window is minimized, music stream is stopped, + // just make sure to play again on window restore + if (state != AL_PLAYING) PlayMusicStream(music); } } } // Check if any music is playing -bool IsMusicPlaying(int index) +bool IsMusicPlaying(Music music) { bool playing = false; ALint state; - - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) - { - alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state); - - if (state == AL_PLAYING) playing = true; - } + + alGetSourcei(music->stream.source, AL_SOURCE_STATE, &state); + + if (state == AL_PLAYING) playing = true; return playing; } // Set volume for music -void SetMusicVolume(int index, float volume) +void SetMusicVolume(Music music, float volume) { - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) - { - alSourcef(musicStreams[index].mixc->alSource, AL_GAIN, volume); - } + alSourcef(music->stream.source, AL_GAIN, volume); } // Set pitch for music -void SetMusicPitch(int index, float pitch) +void SetMusicPitch(Music music, float pitch) { - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) - { - alSourcef(musicStreams[index].mixc->alSource, AL_PITCH, pitch); - } + alSourcef(music->stream.source, AL_PITCH, pitch); } // Get music time length (in seconds) -float GetMusicTimeLength(int index) +float GetMusicTimeLength(Music music) { - float totalSeconds; - - if (musicStreams[index].chipTune) totalSeconds = (float)musicStreams[index].totalLengthSeconds; - else totalSeconds = stb_vorbis_stream_length_in_seconds(musicStreams[index].stream); + float totalSeconds = (float)music->totalSamples/music->stream.sampleRate; return totalSeconds; } // Get current music time played (in seconds) -float GetMusicTimePlayed(int index) +float GetMusicTimePlayed(Music music) { float secondsPlayed = 0.0f; - - if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc) + + unsigned int samplesPlayed = music->totalSamples - music->samplesLeft; + secondsPlayed = (float)samplesPlayed/(music->stream.sampleRate*music->stream.channels); + + return secondsPlayed; +} + +// Init audio stream (to stream audio pcm data) +AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels) +{ + AudioStream stream = { 0 }; + + stream.sampleRate = sampleRate; + stream.sampleSize = sampleSize; + stream.channels = channels; + + // Setup OpenAL format + if (channels == 1) { - if (musicStreams[index].chipTune && musicStreams[index].xmctx) + switch (sampleSize) { - uint64_t samples; - jar_xm_get_position(musicStreams[index].xmctx, NULL, NULL, NULL, &samples); - secondsPlayed = (float)samples/(48000.0f*musicStreams[index].mixc->channels); // Not sure if this is the correct value + case 8: stream.format = AL_FORMAT_MONO8; break; + case 16: stream.format = AL_FORMAT_MONO16; break; + case 32: stream.format = AL_FORMAT_MONO_FLOAT32; break; + default: TraceLog(WARNING, "Init audio stream: Sample size not supported: %i", sampleSize); break; } - else if(musicStreams[index].chipTune && musicStreams[index].modctx.mod_loaded) + } + else if (channels == 2) + { + switch (sampleSize) { - long numsamp = jar_mod_current_samples(&musicStreams[index].modctx); - secondsPlayed = (float)numsamp/(48000.0f); + case 8: stream.format = AL_FORMAT_STEREO8; break; + case 16: stream.format = AL_FORMAT_STEREO16; break; + case 32: stream.format = AL_FORMAT_STEREO_FLOAT32; break; + default: TraceLog(WARNING, "Init audio stream: Sample size not supported: %i", sampleSize); break; } - else + } + else TraceLog(WARNING, "Init audio stream: Number of channels not supported: %i", channels); + + // Create an audio source + alGenSources(1, &stream.source); + alSourcef(stream.source, AL_PITCH, 1); + alSourcef(stream.source, AL_GAIN, 1); + alSource3f(stream.source, AL_POSITION, 0, 0, 0); + alSource3f(stream.source, AL_VELOCITY, 0, 0, 0); + + // Create Buffers (double buffering) + alGenBuffers(MAX_STREAM_BUFFERS, stream.buffers); + + // Initialize buffer with zeros by default + for (int i = 0; i < MAX_STREAM_BUFFERS; i++) + { + if (stream.sampleSize == 8) { - int totalSamples = stb_vorbis_stream_length_in_samples(musicStreams[index].stream)*musicStreams[index].mixc->channels; - int samplesPlayed = totalSamples - musicStreams[index].totalSamplesLeft; - secondsPlayed = (float)samplesPlayed/(musicStreams[index].mixc->sampleRate*musicStreams[index].mixc->channels); + unsigned char pcm[AUDIO_BUFFER_SIZE] = { 0 }; + alBufferData(stream.buffers[i], stream.format, pcm, AUDIO_BUFFER_SIZE*sizeof(unsigned char), stream.sampleRate); + } + else if (stream.sampleSize == 16) + { + short pcm[AUDIO_BUFFER_SIZE] = { 0 }; + alBufferData(stream.buffers[i], stream.format, pcm, AUDIO_BUFFER_SIZE*sizeof(short), stream.sampleRate); + } + else if (stream.sampleSize == 32) + { + float pcm[AUDIO_BUFFER_SIZE] = { 0.0f }; + alBufferData(stream.buffers[i], stream.format, pcm, AUDIO_BUFFER_SIZE*sizeof(float), stream.sampleRate); } } - return secondsPlayed; + alSourceQueueBuffers(stream.source, MAX_STREAM_BUFFERS, stream.buffers); + + TraceLog(INFO, "[AUD ID %i] Audio stream loaded successfully", stream.source); + + return stream; +} + +// Close audio stream and free memory +void CloseAudioStream(AudioStream stream) +{ + // Stop playing channel + alSourceStop(stream.source); + + // Flush out all queued buffers + int queued = 0; + alGetSourcei(stream.source, AL_BUFFERS_QUEUED, &queued); + + ALuint buffer = 0; + + while (queued > 0) + { + alSourceUnqueueBuffers(stream.source, 1, &buffer); + queued--; + } + + // Delete source and buffers + alDeleteSources(1, &stream.source); + alDeleteBuffers(MAX_STREAM_BUFFERS, stream.buffers); + + TraceLog(INFO, "[AUD ID %i] Unloaded audio stream data", stream.source); +} + +// Update audio stream buffers with data +// NOTE: Only one buffer per call +void UpdateAudioStream(AudioStream stream, void *data, int numSamples) +{ + ALuint buffer = 0; + alSourceUnqueueBuffers(stream.source, 1, &buffer); + + // Check if any buffer was available for unqueue + if (alGetError() != AL_INVALID_VALUE) + { + if (stream.sampleSize == 8) alBufferData(buffer, stream.format, (unsigned char *)data, numSamples*sizeof(unsigned char), stream.sampleRate); + else if (stream.sampleSize == 16) alBufferData(buffer, stream.format, (short *)data, numSamples*sizeof(short), stream.sampleRate); + else if (stream.sampleSize == 32) alBufferData(buffer, stream.format, (float *)data, numSamples*sizeof(float), stream.sampleRate); + + alSourceQueueBuffers(stream.source, 1, &buffer); + } +} + +// Check if any audio stream buffers requires refill +bool IsAudioBufferProcessed(AudioStream stream) +{ + ALint processed = 0; + + // Determine if music stream is ready to be written + alGetSourcei(stream.source, AL_BUFFERS_PROCESSED, &processed); + + return (processed > 0); +} + +// Play audio stream +void PlayAudioStream(AudioStream stream) +{ + alSourcePlay(stream.source); +} + +// Play audio stream +void PauseAudioStream(AudioStream stream) +{ + alSourcePause(stream.source); +} + +// Resume audio stream playing +void ResumeAudioStream(AudioStream stream) +{ + ALenum state; + alGetSourcei(stream.source, AL_SOURCE_STATE, &state); + + if (state == AL_PAUSED) alSourcePlay(stream.source); +} + +// Stop audio stream +void StopAudioStream(AudioStream stream) +{ + alSourceStop(stream.source); } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- -// Fill music buffers with new data from music stream -static bool BufferMusicStream(int index, int numBuffers) -{ - short pcm[MUSIC_BUFFER_SIZE_SHORT]; - float pcmf[MUSIC_BUFFER_SIZE_FLOAT]; - - int size = 0; // Total size of data steamed in L+R samples for xm floats, individual L or R for ogg shorts - bool active = true; // We can get more data from stream (not finished) - - if (musicStreams[index].chipTune) // There is no end of stream for xmfiles, once the end is reached zeros are generated for non looped chiptunes. - { - for (int i = 0; i < numBuffers; i++) - { - if (musicStreams[index].modctx.mod_loaded) - { - if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT/2; - else size = musicStreams[index].totalSamplesLeft/2; - - jar_mod_fillbuffer(&musicStreams[index].modctx, pcm, size, 0 ); - BufferMixChannel(musicStreams[index].mixc, pcm, size*2); - } - else if (musicStreams[index].xmctx) - { - if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_FLOAT) size = MUSIC_BUFFER_SIZE_FLOAT/2; - else size = musicStreams[index].totalSamplesLeft/2; - - jar_xm_generate_samples(musicStreams[index].xmctx, pcmf, size); // reads 2*readlen shorts and moves them to buffer+size memory location - BufferMixChannel(musicStreams[index].mixc, pcmf, size*2); - } - - musicStreams[index].totalSamplesLeft -= size; - - if (musicStreams[index].totalSamplesLeft <= 0) - { - active = false; - break; - } - } - } - else - { - if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT; - else size = musicStreams[index].totalSamplesLeft; - - for (int i = 0; i < numBuffers; i++) - { - int streamedBytes = stb_vorbis_get_samples_short_interleaved(musicStreams[index].stream, musicStreams[index].mixc->channels, pcm, size); - BufferMixChannel(musicStreams[index].mixc, pcm, streamedBytes * musicStreams[index].mixc->channels); - musicStreams[index].totalSamplesLeft -= streamedBytes * musicStreams[index].mixc->channels; - - if (musicStreams[index].totalSamplesLeft <= 0) - { - active = false; - break; - } - } - } - - return active; -} - -// Empty music buffers -static void EmptyMusicStream(int index) -{ - ALuint buffer = 0; - int queued = 0; - - alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_QUEUED, &queued); - - while (queued > 0) - { - alSourceUnqueueBuffers(musicStreams[index].mixc->alSource, 1, &buffer); - - queued--; - } -} - // Load WAV file into Wave structure static Wave LoadWAV(const char *fileName) { @@ -1288,18 +1149,18 @@ static Wave LoadWAV(const char *fileName) else { // Allocate memory for data - wave.data = (unsigned char *)malloc(sizeof(unsigned char) * waveData.subChunkSize); + wave.data = (unsigned char *)malloc(sizeof(unsigned char)*waveData.subChunkSize); // Read in the sound data into the soundData variable fread(wave.data, waveData.subChunkSize, 1, wavFile); // Now we set the variables that we need later - wave.dataSize = waveData.subChunkSize; + wave.sampleCount = waveData.subChunkSize; wave.sampleRate = waveFormat.sampleRate; + wave.sampleSize = waveFormat.bitsPerSample; wave.channels = waveFormat.numChannels; - wave.bitsPerSample = waveFormat.bitsPerSample; - TraceLog(INFO, "[%s] WAV file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", fileName, wave.sampleRate, wave.bitsPerSample, wave.channels); + TraceLog(INFO, "[%s] WAV file loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", fileName, wave.sampleRate, wave.sampleSize, wave.channels); } } } @@ -1312,7 +1173,7 @@ static Wave LoadWAV(const char *fileName) // Load OGG file into Wave structure // NOTE: Using stb_vorbis library -static Wave LoadOGG(char *fileName) +static Wave LoadOGG(const char *fileName) { Wave wave; @@ -1328,35 +1189,24 @@ static Wave LoadOGG(char *fileName) stb_vorbis_info info = stb_vorbis_get_info(oggFile); wave.sampleRate = info.sample_rate; - wave.bitsPerSample = 16; + wave.sampleSize = 16; // 16 bit per sample (short) wave.channels = info.channels; - TraceLog(DEBUG, "[%s] Ogg sample rate: %i", fileName, info.sample_rate); - TraceLog(DEBUG, "[%s] Ogg channels: %i", fileName, info.channels); - - int totalSamplesLength = (stb_vorbis_stream_length_in_samples(oggFile) * info.channels); - - wave.dataSize = totalSamplesLength*sizeof(short); // Size must be in bytes - - TraceLog(DEBUG, "[%s] Samples length: %i", fileName, totalSamplesLength); - + int totalSamplesLength = (stb_vorbis_stream_length_in_samples(oggFile)*info.channels); float totalSeconds = stb_vorbis_stream_length_in_seconds(oggFile); - TraceLog(DEBUG, "[%s] Total seconds: %f", fileName, totalSeconds); - if (totalSeconds > 10) TraceLog(WARNING, "[%s] Ogg audio lenght is larger than 10 seconds (%f), that's a big file in memory, consider music streaming", fileName, totalSeconds); int totalSamples = totalSeconds*info.sample_rate*info.channels; + wave.sampleCount = totalSamples; - TraceLog(DEBUG, "[%s] Total samples calculated: %i", fileName, totalSamples); + wave.data = (short *)malloc(totalSamplesLength*sizeof(short)); - wave.data = malloc(sizeof(short)*totalSamplesLength); - - int samplesObtained = stb_vorbis_get_samples_short_interleaved(oggFile, info.channels, wave.data, totalSamplesLength); + int samplesObtained = stb_vorbis_get_samples_short_interleaved(oggFile, info.channels, (short *)wave.data, totalSamplesLength); TraceLog(DEBUG, "[%s] Samples obtained: %i", fileName, samplesObtained); - TraceLog(INFO, "[%s] OGG file loaded successfully (SampleRate: %i, BitRate: %i, Channels: %i)", fileName, wave.sampleRate, wave.bitsPerSample, wave.channels); + TraceLog(INFO, "[%s] OGG file loaded successfully (SampleRate: %i, SampleSize: %i, Channels: %i)", fileName, wave.sampleRate, wave.sampleSize, wave.channels); stb_vorbis_close(oggFile); } @@ -1364,21 +1214,13 @@ static Wave LoadOGG(char *fileName) return wave; } -// Unload Wave data -static void UnloadWave(Wave wave) -{ - free(wave.data); - - TraceLog(INFO, "Unloaded wave data"); -} - // Some required functions for audio standalone module version #if defined(AUDIO_STANDALONE) // Get the extension for a filename const char *GetExtension(const char *fileName) { const char *dot = strrchr(fileName, '.'); - if(!dot || dot == fileName) return ""; + if (!dot || dot == fileName) return ""; return (dot + 1); } @@ -1393,7 +1235,7 @@ void TraceLog(int msgType, const char *text, ...) traceDebugMsgs = 0; #endif - switch(msgType) + switch (msgType) { case INFO: fprintf(stdout, "INFO: "); break; case ERROR: fprintf(stdout, "ERROR: "); break; diff --git a/src/audio.h b/src/audio.h index b6850911..923492ca 100644 --- a/src/audio.h +++ b/src/audio.h @@ -2,7 +2,7 @@ * * raylib.audio * -* Basic functions to manage Audio: +* Basic functions to manage Audio: * Manage audio device (init/close) * Load and Unload audio files * Play/Stop/Pause/Resume loaded audio @@ -68,13 +68,29 @@ typedef struct Sound { // Wave type, defines audio wave data typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; // Samples per second to be played - short bitsPerSample; // Sample size in bits - short channels; } Wave; +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct Music *Music; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + + int format; // OpenAL audio format specifier + unsigned int source; // OpenAL audio source id + unsigned int buffers[2]; // OpenAL audio buffers (double buffering) +} AudioStream; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -89,34 +105,44 @@ extern "C" { // Prevents name mangling of functions //---------------------------------------------------------------------------------- void InitAudioDevice(void); // Initialize audio device and context void CloseAudioDevice(void); // Close the audio device and context (and music stream) -bool IsAudioDeviceReady(void); // Check if device has been initialized successfully +bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data void UnloadSound(Sound sound); // Unload sound void PlaySound(Sound sound); // Play a sound void PauseSound(Sound sound); // Pause a sound +void ResumeSound(Sound sound); // Resume a paused sound void StopSound(Sound sound); // Stop playing a sound bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) -void UpdateMusicStream(int index); // Updates buffers for music streaming -void StopMusicStream(int index); // Stop music playing (close stream) -void PauseMusicStream(int index); // Pause music playing -void ResumeMusicStream(int index); // Resume playing paused music -bool IsMusicPlaying(int index); // Check if music is playing -void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) -void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) -float GetMusicTimeLength(int index); // Get music time length (in seconds) -float GetMusicTimePlayed(int index); // Get current music time played (in seconds) -int GetMusicStreamCount(void); // Get number of streams loaded +Music LoadMusicStream(char *fileName); // Load music stream from file +void UnloadMusicStream(Music music); // Unload music stream +void PlayMusicStream(Music music); // Start music playing (open stream) +void UpdateMusicStream(Music music); // Updates buffers for music streaming +void StopMusicStream(Music music); // Stop music playing (close stream) +void PauseMusicStream(Music music); // Pause music playing +void ResumeMusicStream(Music music); // Resume playing paused music +bool IsMusicPlaying(Music music); // Check if music is playing +void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +float GetMusicTimeLength(Music music); // Get music time length (in seconds) +float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -int InitRawMixChannel(int sampleRate, int channels, bool floatingPoint); // Initialize raw audio mix channel for audio buffering -int BufferRawMixChannel(int mixc, void *data, unsigned short numberElements); // Buffers data directly to raw mix channel -void CloseRawMixChannel(int mixc); // Closes and frees raw mix channel +AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream audio pcm data) +void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +void PlayAudioStream(AudioStream stream); // Play audio stream +void PauseAudioStream(AudioStream stream); // Pause audio stream +void ResumeAudioStream(AudioStream stream); // Resume audio stream +void StopAudioStream(AudioStream stream); // Stop audio stream #ifdef __cplusplus } diff --git a/src/camera.c b/src/camera.c deleted file mode 100644 index 11571cca..00000000 --- a/src/camera.c +++ /dev/null @@ -1,523 +0,0 @@ -/********************************************************************************************** -* -* raylib Camera System - Camera Modes Setup and Control Functions -* -* Copyright (c) 2015 Marc Palau and Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -//#define CAMERA_STANDALONE // NOTE: To use the camera module as standalone lib, just uncomment this line - // NOTE: ProcessCamera() should be reviewed to adapt inputs to other systems - -#if defined(CAMERA_STANDALONE) - #include "camera.h" -#else - #include "raylib.h" -#endif - -#include // Required for: sqrt(), sin(), cos() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -// CAMERA_GENERIC -#define CAMERA_SCROLL_SENSITIVITY 1.5f - -// FREE_CAMERA -#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01f -#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3f -#define FREE_CAMERA_DISTANCE_MAX_CLAMP 120.0f -#define FREE_CAMERA_MIN_CLAMP 85.0f -#define FREE_CAMERA_MAX_CLAMP -85.0f -#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05f -#define FREE_CAMERA_PANNING_DIVIDER 5.1f - -// ORBITAL_CAMERA -#define ORBITAL_CAMERA_SPEED 0.01f - -// FIRST_PERSON -//#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003f -#define FIRST_PERSON_FOCUS_DISTANCE 25.0f -#define FIRST_PERSON_MIN_CLAMP 85.0f -#define FIRST_PERSON_MAX_CLAMP -85.0f - -#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f -#define FIRST_PERSON_STEP_DIVIDER 30.0f -#define FIRST_PERSON_WAVING_DIVIDER 200.0f - -#define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85f - -// THIRD_PERSON -//#define THIRD_PERSON_MOUSE_SENSITIVITY 0.003f -#define THIRD_PERSON_DISTANCE_CLAMP 1.2f -#define THIRD_PERSON_MIN_CLAMP 5.0f -#define THIRD_PERSON_MAX_CLAMP -85.0f -#define THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } - -// PLAYER (used by camera) -#define PLAYER_WIDTH 0.4f -#define PLAYER_HEIGHT 0.9f -#define PLAYER_DEPTH 0.4f -#define PLAYER_MOVEMENT_DIVIDER 20.0f - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -// Camera move modes (first person and third person cameras) -typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_DOWN } CameraMove; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; -static Vector2 cameraAngle = { 0.0f, 0.0f }; -static float cameraTargetDistance = 5.0f; -static Vector2 cameraMousePosition = { 0.0f, 0.0f }; -static Vector2 cameraMouseVariation = { 0.0f, 0.0f }; -static float mouseSensitivity = 0.003f; -static int cameraMoveControl[6] = { 'W', 'A', 'S', 'D', 'E', 'Q' }; -static int cameraMoveCounter = 0; -static int cameraUseGravity = 1; -static int panControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON -static int altControlKey = 342; // raylib: KEY_LEFT_ALT -static int smoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL - -static int cameraMode = CAMERA_CUSTOM; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static void ProcessCamera(Camera *camera, Vector3 *playerPosition); - -#if defined(CAMERA_STANDALONE) -// NOTE: Camera controls depend on some raylib input functions -// TODO: Set your own input functions (used in ProcessCamera()) -static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } -static void SetMousePosition(Vector2 pos) {} -static int IsMouseButtonDown(int button) { return 0;} -static int GetMouseWheelMove() { return 0; } -static int GetScreenWidth() { return 1280; } -static int GetScreenHeight() { return 720; } -static void ShowCursor() {} -static void HideCursor() {} -static int IsKeyDown(int key) { return 0; } -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Select camera mode (multiple camera modes available) -// TODO: Review hardcoded values when changing modes... -void SetCameraMode(int mode) -{ - if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) - { - cameraMode = CAMERA_THIRD_PERSON; - cameraTargetDistance = 5.0f; - cameraAngle.y = -40*DEG2RAD; - ProcessCamera(&internalCamera, &internalCamera.position); - } - else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) - { - cameraMode = CAMERA_THIRD_PERSON; - cameraTargetDistance = 5.0f; - cameraAngle.y = -40*DEG2RAD; - ProcessCamera(&internalCamera, &internalCamera.position); - } - else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) - { - cameraTargetDistance = 10.0f; - cameraAngle.x = 45*DEG2RAD; - cameraAngle.y = -40*DEG2RAD; - internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - ProcessCamera(&internalCamera, &internalCamera.position); - - ShowCursor(); - } - else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) - { - cameraTargetDistance = 10.0f; - cameraAngle.x = 225*DEG2RAD; - cameraAngle.y = -40*DEG2RAD; - internalCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - ProcessCamera(&internalCamera, &internalCamera.position); - } - - cameraMode = mode; -} - -// Update camera (player position is ignored) -void UpdateCamera(Camera *camera) -{ - Vector3 position = { 0.0f, 0.0f, 0.0f }; - - // Process internal camera and player position (if required) - if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, &position); - - *camera = internalCamera; -} - -// Update camera and player position (1st person and 3rd person cameras) -void UpdateCameraPlayer(Camera *camera, Vector3 *position) -{ - // Process internal camera and player position (if required) - if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); - - *camera = internalCamera; -} - -// Set internal camera position -void SetCameraPosition(Vector3 position) -{ - internalCamera.position = position; - - Vector3 v1 = internalCamera.position; - Vector3 v2 = internalCamera.target; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - - cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); -} - -// Set internal camera target -void SetCameraTarget(Vector3 target) -{ - internalCamera.target = target; - - Vector3 v1 = internalCamera.position; - Vector3 v2 = internalCamera.target; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - - cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); -} - -// Set internal camera fovy -void SetCameraFovy(float fovy) -{ - internalCamera.fovy = fovy; -} - -// Set camera pan key to combine with mouse movement (free camera) -void SetCameraPanControl(int panKey) -{ - panControlKey = panKey; -} - -// Set camera alt key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey) -{ - altControlKey = altKey; -} - -// Set camera smooth zoom key to combine with mouse (free camera) -void SetCameraSmoothZoomControl(int szKey) -{ - smoothZoomControlKey = szKey; -} - -// Set camera move controls (1st person and 3rd person cameras) -void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey) -{ - cameraMoveControl[MOVE_FRONT] = frontKey; - cameraMoveControl[MOVE_LEFT] = leftKey; - cameraMoveControl[MOVE_BACK] = backKey; - cameraMoveControl[MOVE_RIGHT] = rightKey; - cameraMoveControl[MOVE_UP] = upKey; - cameraMoveControl[MOVE_DOWN] = downKey; -} - -// Set camera mouse sensitivity (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity) -{ - mouseSensitivity = (sensitivity/10000.0f); -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -// Process desired camera mode and controls -// NOTE: Camera controls depend on some raylib functions: -// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() -// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() -// Keys: IsKeyDown() -static void ProcessCamera(Camera *camera, Vector3 *playerPosition) -{ - // Mouse movement detection - Vector2 mousePosition = GetMousePosition(); - int mouseWheelMove = GetMouseWheelMove(); - int panKey = IsMouseButtonDown(panControlKey); // bool value - - int screenWidth = GetScreenWidth(); - int screenHeight = GetScreenHeight(); - - if ((cameraMode != CAMERA_FREE) && (cameraMode != CAMERA_ORBITAL)) - { - HideCursor(); - - if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y}); - else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3}); - else if (mousePosition.x > screenWidth - screenHeight/3) SetMousePosition((Vector2) { screenHeight/3, mousePosition.y}); - else if (mousePosition.y > screenHeight - screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3}); - else - { - cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; - cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; - } - } - else - { - ShowCursor(); - - cameraMouseVariation.x = mousePosition.x - cameraMousePosition.x; - cameraMouseVariation.y = mousePosition.y - cameraMousePosition.y; - } - - // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call - // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON - cameraMousePosition = GetMousePosition(); - - // Support for multiple automatic camera modes - switch (cameraMode) - { - case CAMERA_FREE: - { - // Camera zoom - if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) - { - cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); - - if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP; - } - // Camera looking down - else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) - { - camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - } - else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) - { - camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - - // if (camera->target.y < 0) camera->target.y = -0.001; - } - else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) - { - cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); - if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; - } - // Camera looking up - else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) - { - camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - } - else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) - { - camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance; - - // if (camera->target.y > 0) camera->target.y = 0.001; - } - else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) - { - cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); - if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; - } - - // Inputs - if (IsKeyDown(altControlKey)) - { - if (IsKeyDown(smoothZoomControlKey)) - { - // Camera smooth zoom - if (panKey) cameraTargetDistance += (cameraMouseVariation.y*FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); - } - // Camera orientation calculation - else if (panKey) - { - // Camera orientation calculation - // Get the mouse sensitivity - cameraAngle.x += cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY; - cameraAngle.y += cameraMouseVariation.y*-FREE_CAMERA_MOUSE_SENSITIVITY; - - // Angle clamp - if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP*DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP*DEG2RAD; - } - } - // Paning - else if (panKey) - { - camera->target.x += ((cameraMouseVariation.x*-FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); - camera->target.y += ((cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); - camera->target.z += ((cameraMouseVariation.x*FREE_CAMERA_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (cameraMouseVariation.y*FREE_CAMERA_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/FREE_CAMERA_PANNING_DIVIDER); - } - - // Focus to center - // TODO: Move this function out of this module? - if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; - - // Camera position update - camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; - - if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - - camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; - - } break; - case CAMERA_ORBITAL: - { - cameraAngle.x += ORBITAL_CAMERA_SPEED; - - // Camera zoom - cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); - - // Camera distance clamp - if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; - - // Focus to center - if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f }; - - // Camera position update - camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; - - if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - - camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; - - } break; - case CAMERA_FIRST_PERSON: - case CAMERA_THIRD_PERSON: - { - bool isMoving = false; - - // Keyboard inputs - if (IsKeyDown(cameraMoveControl[MOVE_FRONT])) - { - playerPosition->x -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - playerPosition->z -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - - if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; - - isMoving = true; - } - else if (IsKeyDown(cameraMoveControl[MOVE_BACK])) - { - playerPosition->x += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - playerPosition->z += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - - if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y)/PLAYER_MOVEMENT_DIVIDER; - - isMoving = true; - } - - if (IsKeyDown(cameraMoveControl[MOVE_LEFT])) - { - playerPosition->x -= cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - playerPosition->z += sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - - isMoving = true; - } - else if (IsKeyDown(cameraMoveControl[MOVE_RIGHT])) - { - playerPosition->x += cos(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - playerPosition->z -= sin(cameraAngle.x)/PLAYER_MOVEMENT_DIVIDER; - - isMoving = true; - } - - if (IsKeyDown(cameraMoveControl[MOVE_UP])) - { - if (!cameraUseGravity) playerPosition->y += 1.0f/PLAYER_MOVEMENT_DIVIDER; - } - else if (IsKeyDown(cameraMoveControl[MOVE_DOWN])) - { - if (!cameraUseGravity) playerPosition->y -= 1.0f/PLAYER_MOVEMENT_DIVIDER; - } - - if (cameraMode == CAMERA_THIRD_PERSON) - { - // Camera orientation calculation - cameraAngle.x += cameraMouseVariation.x*-mouseSensitivity; - cameraAngle.y += cameraMouseVariation.y*-mouseSensitivity; - - // Angle clamp - if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP*DEG2RAD; - - // Camera zoom - cameraTargetDistance -= (mouseWheelMove*CAMERA_SCROLL_SENSITIVITY); - - // Camera distance clamp - if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; - - // Camera is always looking at player - camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); - camera->target.y = playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; - camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); - - // Camera position update - camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; - - if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; - - camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; - } - else // CAMERA_FIRST_PERSON - { - if (isMoving) cameraMoveCounter++; - - // Camera orientation calculation - cameraAngle.x += (cameraMouseVariation.x * -mouseSensitivity); - cameraAngle.y += (cameraMouseVariation.y * -mouseSensitivity); - - // Angle clamp - if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP*DEG2RAD; - - // Camera is always looking at player - camera->target.x = camera->position.x - sin(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; - camera->target.y = camera->position.y + sin(cameraAngle.y)*FIRST_PERSON_FOCUS_DISTANCE; - camera->target.z = camera->position.z - cos(cameraAngle.x)*FIRST_PERSON_FOCUS_DISTANCE; - - camera->position.x = playerPosition->x; - camera->position.y = (playerPosition->y + PLAYER_HEIGHT*FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMoveCounter/FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/FIRST_PERSON_STEP_DIVIDER; - camera->position.z = playerPosition->z; - - camera->up.x = sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; - camera->up.z = -sin(cameraMoveCounter/(FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/FIRST_PERSON_WAVING_DIVIDER; - } - } break; - default: break; - } -} diff --git a/src/camera.h b/src/camera.h index 8d8029af..33220390 100644 --- a/src/camera.h +++ b/src/camera.h @@ -2,7 +2,19 @@ * * raylib Camera System - Camera Modes Setup and Control Functions * -* Copyright (c) 2015 Marc Palau and Ramon Santamaria +* #define CAMERA_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define CAMERA_STANDALONE +* If defined, the library can be used as standalone as a camera system but some +* functions must be redefined to manage inputs accordingly. +* +* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables) +* +* Initial design by Marc Palau (2014) +* Reviewed by Ramon Santamaria (2015-2016) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -24,13 +36,6 @@ #ifndef CAMERA_H #define CAMERA_H -#ifndef PI - #define PI 3.14159265358979323846 -#endif - -#define DEG2RAD (PI/180.0f) -#define RAD2DEG (180.0f/PI) - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -40,28 +45,37 @@ // Types and Structures Definition // NOTE: Below types are required for CAMERA_STANDALONE usage //---------------------------------------------------------------------------------- -// Camera modes -typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; +#if defined(CAMERA_STANDALONE) + // Camera modes + typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON + } CameraMode; -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; + // Vector2 type + typedef struct Vector2 { + float x; + float y; + } Vector2; -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; + // Vector3 type + typedef struct Vector3 { + float x; + float y; + float z; + } Vector3; -// Camera type, defines a camera position/orientation in 3d space -typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; -} Camera; + // Camera type, defines a camera position/orientation in 3d space + typedef struct Camera { + Vector3 position; + Vector3 target; + Vector3 up; + float fovy; + } Camera; +#endif #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -75,25 +89,415 @@ extern "C" { // Prevents name mangling of functions //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- -void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) -void UpdateCamera(Camera *camera); // Update camera (player position is ignored) -void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) - -void SetCameraPosition(Vector3 position); // Set internal camera position -void SetCameraTarget(Vector3 target); // Set internal camera target -void SetCameraFovy(float fovy); // Set internal camera field-of-view-y +#if defined(CAMERA_STANDALONE) +void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +void UpdateCamera(Camera *camera); // Update camera position for selected mode void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) - void SetCameraMoveControls(int frontKey, int backKey, - int leftKey, int rightKey, + int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) +#endif #ifdef __cplusplus } #endif #endif // CAMERA_H + + +/*********************************************************************************** +* +* CAMERA IMPLEMENTATION +* +************************************************************************************/ + +#if defined(CAMERA_IMPLEMENTATION) + +#include // Required for: sqrt(), sin(), cos() + +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// Camera mouse movement sensitivity +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f +#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f + +// FREE_CAMERA +#define CAMERA_FREE_MOUSE_SENSITIVITY 0.01f +#define CAMERA_FREE_DISTANCE_MIN_CLAMP 0.3f +#define CAMERA_FREE_DISTANCE_MAX_CLAMP 120.0f +#define CAMERA_FREE_MIN_CLAMP 85.0f +#define CAMERA_FREE_MAX_CLAMP -85.0f +#define CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY 0.05f +#define CAMERA_FREE_PANNING_DIVIDER 5.1f + +// ORBITAL_CAMERA +#define CAMERA_ORBITAL_SPEED 0.01f // Radians per frame + +// FIRST_PERSON +//#define CAMERA_FIRST_PERSON_MOUSE_SENSITIVITY 0.003f +#define CAMERA_FIRST_PERSON_FOCUS_DISTANCE 25.0f +#define CAMERA_FIRST_PERSON_MIN_CLAMP 85.0f +#define CAMERA_FIRST_PERSON_MAX_CLAMP -85.0f + +#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0f +#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f +#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f + +// THIRD_PERSON +//#define CAMERA_THIRD_PERSON_MOUSE_SENSITIVITY 0.003f +#define CAMERA_THIRD_PERSON_DISTANCE_CLAMP 1.2f +#define CAMERA_THIRD_PERSON_MIN_CLAMP 5.0f +#define CAMERA_THIRD_PERSON_MAX_CLAMP -85.0f +#define CAMERA_THIRD_PERSON_OFFSET (Vector3){ 0.4f, 0.0f, 0.0f } + +// PLAYER (used by camera) +#define PLAYER_MOVEMENT_SENSITIVITY 20.0f + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Camera move modes (first person and third person cameras) +typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_DOWN } CameraMove; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static Vector2 cameraAngle = { 0.0f, 0.0f }; // TODO: Remove! Compute it in UpdateCamera() +static float cameraTargetDistance = 0.0f; // TODO: Remove! Compute it in UpdateCamera() +static float playerEyesPosition = 1.85f; // Default player eyes position from ground (in meters) + +static int cameraMoveControl[6] = { 'W', 'S', 'D', 'A', 'E', 'Q' }; +static int cameraPanControlKey = 2; // raylib: MOUSE_MIDDLE_BUTTON +static int cameraAltControlKey = 342; // raylib: KEY_LEFT_ALT +static int cameraSmoothZoomControlKey = 341; // raylib: KEY_LEFT_CONTROL + +static int cameraMode = CAMERA_CUSTOM; // Current camera mode + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(CAMERA_STANDALONE) +// NOTE: Camera controls depend on some raylib input functions +// TODO: Set your own input functions (used in UpdateCamera()) +static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } +static void SetMousePosition(Vector2 pos) {} +static int IsMouseButtonDown(int button) { return 0;} +static int GetMouseWheelMove() { return 0; } +static int GetScreenWidth() { return 1280; } +static int GetScreenHeight() { return 720; } +static void ShowCursor() {} +static void HideCursor() {} +static int IsKeyDown(int key) { return 0; } +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Select camera mode (multiple camera modes available) +void SetCameraMode(Camera camera, int mode) +{ + // TODO: cameraTargetDistance and cameraAngle should be + // calculated using camera parameters on UpdateCamera() + + Vector3 v1 = camera.position; + Vector3 v2 = camera.target; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + + cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); + + Vector2 distance = { 0.0f, 0.0f }; + distance.x = sqrt(dx*dx + dz*dz); + distance.y = sqrt(dx*dx + dy*dy); + + // Camera angle calculation + cameraAngle.x = asin(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + cameraAngle.y = -asin(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) + + // NOTE: Just testing what cameraAngle means + //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + //cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) + + playerEyesPosition = camera.position.y; + + cameraMode = mode; +} + +// Update camera depending on selected mode +// NOTE: Camera controls depend on some raylib functions: +// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() +// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor() +// Keys: IsKeyDown() +// TODO: Port to quaternion-based camera +void UpdateCamera(Camera *camera) +{ + static int swingCounter = 0; // Used for 1st person swinging movement + static Vector2 previousMousePosition = { 0.0f, 0.0f }; + + // TODO: Compute cameraTargetDistance and cameraAngle here + + // Mouse movement detection + Vector2 mousePositionDelta = { 0.0f, 0.0f }; + Vector2 mousePosition = GetMousePosition(); + int mouseWheelMove = GetMouseWheelMove(); + + // Keys input detection + bool panKey = IsMouseButtonDown(cameraPanControlKey); + bool altKey = IsKeyDown(cameraAltControlKey); + bool szoomKey = IsKeyDown(cameraSmoothZoomControlKey); + + bool direction[6] = { IsKeyDown(cameraMoveControl[MOVE_FRONT]), + IsKeyDown(cameraMoveControl[MOVE_BACK]), + IsKeyDown(cameraMoveControl[MOVE_RIGHT]), + IsKeyDown(cameraMoveControl[MOVE_LEFT]), + IsKeyDown(cameraMoveControl[MOVE_UP]), + IsKeyDown(cameraMoveControl[MOVE_DOWN]) }; + + // TODO: Consider touch inputs for camera + + if (cameraMode != CAMERA_CUSTOM) + { + // Get screen size + int screenWidth = GetScreenWidth(); + int screenHeight = GetScreenHeight(); + + if ((cameraMode == CAMERA_FIRST_PERSON) || + (cameraMode == CAMERA_THIRD_PERSON)) + { + HideCursor(); + + if (mousePosition.x < screenHeight/3) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y }); + else if (mousePosition.y < screenHeight/3) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3 }); + else if (mousePosition.x > (screenWidth - screenHeight/3)) SetMousePosition((Vector2){ screenHeight/3, mousePosition.y }); + else if (mousePosition.y > (screenHeight - screenHeight/3)) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3 }); + else + { + mousePositionDelta.x = mousePosition.x - previousMousePosition.x; + mousePositionDelta.y = mousePosition.y - previousMousePosition.y; + } + } + else // CAMERA_FREE, CAMERA_ORBITAL + { + ShowCursor(); + + mousePositionDelta.x = mousePosition.x - previousMousePosition.x; + mousePositionDelta.y = mousePosition.y - previousMousePosition.y; + } + + // NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call + // If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON + previousMousePosition = GetMousePosition(); + } + + // Support for multiple automatic camera modes + switch (cameraMode) + { + case CAMERA_FREE: + { + // Camera zoom + if ((cameraTargetDistance < CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + + if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP; + } + // Camera looking down + else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + } + else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + + // if (camera->target.y < 0) camera->target.y = -0.001; + } + else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0)) + { + cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; + } + // Camera looking up + else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + } + else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) + { + camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance; + + // if (camera->target.y > 0) camera->target.y = 0.001; + } + else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0)) + { + cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP; + } + + // Input keys checks + if (panKey) + { + if (altKey) // Alternative key behaviour + { + if (szoomKey) + { + // Camera smooth zoom + cameraTargetDistance += (mousePositionDelta.y*CAMERA_FREE_SMOOTH_ZOOM_SENSITIVITY); + } + else + { + // Camera rotation + cameraAngle.x += mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY; + cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; + + // Angle clamp + if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; + else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; + } + } + else + { + // Camera panning + camera->target.x += ((mousePositionDelta.x*-CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); + camera->target.y += ((mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); + camera->target.z += ((mousePositionDelta.x*CAMERA_FREE_MOUSE_SENSITIVITY)*sin(cameraAngle.x) + (mousePositionDelta.y*CAMERA_FREE_MOUSE_SENSITIVITY)*cos(cameraAngle.x)*sin(cameraAngle.y))*(cameraTargetDistance/CAMERA_FREE_PANNING_DIVIDER); + } + } + + } break; + case CAMERA_ORBITAL: + { + cameraAngle.x += CAMERA_ORBITAL_SPEED; // Camera orbit angle + cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); // Camera zoom + + // Camera distance clamp + if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; + + } break; + case CAMERA_FIRST_PERSON: + case CAMERA_THIRD_PERSON: + { + camera->position.x += (sin(cameraAngle.x)*direction[MOVE_BACK] - + sin(cameraAngle.x)*direction[MOVE_FRONT] - + cos(cameraAngle.x)*direction[MOVE_LEFT] + + cos(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.y += (sin(cameraAngle.y)*direction[MOVE_FRONT] - + sin(cameraAngle.y)*direction[MOVE_BACK] + + 1.0f*direction[MOVE_UP] - 1.0f*direction[MOVE_DOWN])/PLAYER_MOVEMENT_SENSITIVITY; + + camera->position.z += (cos(cameraAngle.x)*direction[MOVE_BACK] - + cos(cameraAngle.x)*direction[MOVE_FRONT] + + sin(cameraAngle.x)*direction[MOVE_LEFT] - + sin(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY; + + bool isMoving = false; // Required for swinging + + for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; } + + // Camera orientation calculation + cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY); + cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY); + + if (cameraMode == CAMERA_THIRD_PERSON) + { + // Angle clamp + if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; + else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; + + // Camera zoom + cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); + + // Camera distance clamp + if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP; + + // Camera is always looking at player + camera->target.x = camera->position.x + CAMERA_THIRD_PERSON_OFFSET.x*cos(cameraAngle.x) + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x); + camera->target.y = camera->position.y + CAMERA_THIRD_PERSON_OFFSET.y; + camera->target.z = camera->position.z + CAMERA_THIRD_PERSON_OFFSET.z*sin(cameraAngle.x) - CAMERA_THIRD_PERSON_OFFSET.x*sin(cameraAngle.x); + } + else // CAMERA_FIRST_PERSON + { + // Angle clamp + if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; + else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; + + // Camera is always looking at player + camera->target.x = camera->position.x - sin(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; + camera->target.y = camera->position.y + sin(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; + camera->target.z = camera->position.z - cos(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; + + if (isMoving) swingCounter++; + + // Camera position update + // NOTE: On CAMERA_FIRST_PERSON player Y-movement is limited to player 'eyes position' + camera->position.y = playerEyesPosition - sin(swingCounter/CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER)/CAMERA_FIRST_PERSON_STEP_DIVIDER; + + camera->up.x = sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; + camera->up.z = -sin(swingCounter/(CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER*2))/CAMERA_FIRST_PERSON_WAVING_DIVIDER; + } + } break; + default: break; + } + + // Update camera position with changes + if ((cameraMode == CAMERA_FREE) || + (cameraMode == CAMERA_ORBITAL) || + (cameraMode == CAMERA_THIRD_PERSON)) + { + // TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target... + camera->position.x = sin(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.x; + if (cameraAngle.y <= 0.0f) camera->position.y = sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; + else camera->position.y = -sin(cameraAngle.y)*cameraTargetDistance*sin(cameraAngle.y) + camera->target.y; + camera->position.z = cos(cameraAngle.x)*cameraTargetDistance*cos(cameraAngle.y) + camera->target.z; + } +} + +// Set camera pan key to combine with mouse movement (free camera) +void SetCameraPanControl(int panKey) { cameraPanControlKey = panKey; } + +// Set camera alt key to combine with mouse movement (free camera) +void SetCameraAltControl(int altKey) { cameraAltControlKey = altKey; } + +// Set camera smooth zoom key to combine with mouse (free camera) +void SetCameraSmoothZoomControl(int szKey) { cameraSmoothZoomControlKey = szKey; } + +// Set camera move controls (1st person and 3rd person cameras) +void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey) +{ + cameraMoveControl[MOVE_FRONT] = frontKey; + cameraMoveControl[MOVE_BACK] = backKey; + cameraMoveControl[MOVE_RIGHT] = rightKey; + cameraMoveControl[MOVE_LEFT] = leftKey; + cameraMoveControl[MOVE_UP] = upKey; + cameraMoveControl[MOVE_DOWN] = downKey; +} + +#endif // CAMERA_IMPLEMENTATION diff --git a/src/core.c b/src/core.c index a3253d79..0db1c573 100644 --- a/src/core.c +++ b/src/core.c @@ -39,13 +39,20 @@ #include "raylib.h" // raylib main header #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 -#include "utils.h" // TraceLog() function - // NOTE: Includes Android fopen map, InitAssetManager() - +#include "utils.h" // Includes Android fopen map, InitAssetManager(), TraceLog() + #define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) #define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) #include "raymath.h" // Required for Vector3 and Matrix functions +#define GESTURES_IMPLEMENTATION +#include "gestures.h" // Gestures detection functionality + +#if !defined(PLATFORM_ANDROID) + #define CAMERA_IMPLEMENTATION + #include "camera.h" // Camera system functionality +#endif + #include // Standard input / output lib #include // Declares malloc() and free() for memory management, rand(), atexit() #include // Required for typedef unsigned long long int uint64_t, used by hi-res timer @@ -115,9 +122,9 @@ //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" - + #define MOUSE_SENSITIVITY 0.8f - + #define MAX_GAMEPADS 2 // Max number of gamepads supported #define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad) #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) @@ -234,6 +241,9 @@ static bool showLogo = false; // Track if showing logo at init is extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory +extern void ProcessGestureEvent(GestureEvent event); // [Module: gestures] Process gesture event and translate it into gestures +extern void UpdateGestures(void); // [Module: gestures] Update gestures detected (called in PollInputEvents()) + //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -293,7 +303,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { - TraceLog(INFO, "Initializing raylib (v1.5.0)"); + TraceLog(INFO, "Initializing raylib (v1.6.0)"); // Store window title (could be useful...) windowTitle = title; @@ -325,7 +335,7 @@ void InitWindow(int width, int height, const char *title) emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback); - + // TODO: Add gamepad support (not provided by GLFW3 on emscripten) //emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback); //emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback); @@ -347,7 +357,7 @@ void InitWindow(int width, int height, const char *title) // Android activity initialization void InitWindow(int width, int height, struct android_app *state) { - TraceLog(INFO, "Initializing raylib (v1.5.0)"); + TraceLog(INFO, "Initializing raylib (v1.6.0)"); app_dummy(); @@ -386,7 +396,7 @@ void InitWindow(int width, int height, struct android_app *state) //state->userData = &engine; app->onAppCmd = AndroidCommandCallback; app->onInputEvent = AndroidInputCallback; - + InitAssetManager(app->activity->assetManager); TraceLog(INFO, "Android app initialized successfully"); @@ -439,7 +449,7 @@ void CloseWindow(void) eglTerminate(display); display = EGL_NO_DISPLAY; - } + } #endif #if defined(PLATFORM_RPI) @@ -519,7 +529,7 @@ void BeginDrawing(void) currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called updateTime = currentTime - previousTime; previousTime = currentTime; - + rlClearScreenBuffers(); // Clear current framebuffers rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here @@ -535,7 +545,7 @@ void EndDrawing(void) SwapBuffers(); // Copy back buffer to front buffer PollInputEvents(); // Poll user events - + // Frame time control system currentTime = GetTime(); drawTime = currentTime - previousTime; @@ -567,9 +577,9 @@ void Begin2dMode(Camera2D camera) Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); - + rlMultMatrixf(MatrixToFloat(matTransform)); } @@ -585,14 +595,14 @@ void End2dMode(void) void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - + if (IsVrDeviceReady()) BeginVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) - + // Setup perspective projection float aspect = (float)screenWidth/(float)screenHeight; double top = 0.01*tan(camera.fovy*PI/360.0); @@ -607,15 +617,15 @@ void Begin3dMode(Camera camera) // Setup Camera view Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up); rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera) - + rlEnableDepthTest(); // Enable DEPTH_TEST for 3D } // Ends 3D mode and returns to default 2D orthographic mode void End3dMode(void) -{ +{ rlglDraw(); // Process internal buffers (update + draw) - + if (IsVrDeviceReady()) EndVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix @@ -625,7 +635,7 @@ void End3dMode(void) rlLoadIdentity(); // Reset current matrix (MODELVIEW) //rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode) - + rlDisableDepthTest(); // Disable DEPTH_TEST for 2D } @@ -637,16 +647,16 @@ void BeginTextureMode(RenderTexture2D target) rlEnableRenderTexture(target.id); // Enable render target rlClearScreenBuffers(); // Clear render texture buffers - + // Set viewport to framebuffer size - rlViewport(0, 0, target.texture.width, target.texture.height); - + rlViewport(0, 0, target.texture.width, target.texture.height); + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) - rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); + rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) @@ -664,10 +674,10 @@ void EndTextureMode(void) // Set viewport to default framebuffer size (screen size) // TODO: consider possible viewport offsets rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); - + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) - + // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); @@ -679,7 +689,8 @@ void EndTextureMode(void) // Set target FPS for the game void SetTargetFPS(int fps) { - targetTime = 1.0/(double)fps; + if (fps < 1) targetTime = 0.0; + else targetTime = 1.0/(double)fps; TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); } @@ -693,7 +704,7 @@ float GetFPS(void) // Returns time in seconds for one frame float GetFrameTime(void) { - // As we are operate quite a lot with frameTime, + // As we are operate quite a lot with frameTime, // it could be no stable, so we round it before passing it around // NOTE: There are still problems with high framerates (>500fps) double roundedFrameTime = round(frameTime*10000)/10000.0; @@ -727,7 +738,7 @@ float *VectorToFloat(Vector3 vec) } // Converts Matrix to float array -// NOTE: Returned vector is a transposed version of the Matrix struct, +// NOTE: Returned vector is a transposed version of the Matrix struct, // it should be this way because, despite raymath use OpenGL column-major convention, // Matrix struct memory alignment and variables naming are not coherent float *MatrixToFloat(Matrix mat) @@ -791,7 +802,7 @@ Color Fade(Color color, float alpha) { if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; - + float colorAlpha = (float)color.a*alpha; return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha}; @@ -833,9 +844,9 @@ void ClearDroppedFiles(void) if (dropFilesCount > 0) { for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]); - + free(dropFilesPath); - + dropFilesCount = 0; } } @@ -846,7 +857,7 @@ void ClearDroppedFiles(void) void StorageSaveValue(int position, int value) { FILE *storageFile = NULL; - + char path[128]; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); @@ -857,7 +868,7 @@ void StorageSaveValue(int position, int value) #endif // Try open existing file to append data - storageFile = fopen(path, "rb+"); + storageFile = fopen(path, "rb+"); // If file doesn't exist, create a new storage data file if (!storageFile) storageFile = fopen(path, "wb"); @@ -869,14 +880,14 @@ void StorageSaveValue(int position, int value) fseek(storageFile, 0, SEEK_END); int fileSize = ftell(storageFile); // Size in bytes fseek(storageFile, 0, SEEK_SET); - + if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*4), SEEK_SET); fwrite(&value, 1, 4, storageFile); } - + fclose(storageFile); } } @@ -886,7 +897,7 @@ void StorageSaveValue(int position, int value) int StorageLoadValue(int position) { int value = 0; - + char path[128]; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); @@ -895,9 +906,9 @@ int StorageLoadValue(int position) #else strcpy(path, STORAGE_FILENAME); #endif - + // Try open existing file to append data - FILE *storageFile = fopen(path, "rb"); + FILE *storageFile = fopen(path, "rb"); if (!storageFile) TraceLog(WARNING, "Storage data file could not be found"); else @@ -906,42 +917,42 @@ int StorageLoadValue(int position) fseek(storageFile, 0, SEEK_END); int fileSize = ftell(storageFile); // Size in bytes rewind(storageFile); - + if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*4), SEEK_SET); fread(&value, 1, 4, storageFile); } - + fclose(storageFile); } - + return value; } // Returns a ray trace from mouse position Ray GetMouseRay(Vector2 mousePosition, Camera camera) -{ +{ Ray ray; - + // Calculate normalized device coordinates // NOTE: y value is negative float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f; float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight(); float z = 1.0f; - + // Store values in a vector Vector3 deviceCoords = { x, y, z }; - + TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); - + // Calculate projection matrix (from perspective instead of frustum) Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); - + // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - + // Do I need to transpose it? It seems that yes... // NOTE: matrix order may be incorrect... In OpenGL to get world position from // camera view it just needs to get inverted, but here we need to transpose it too. @@ -949,10 +960,10 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) // to a vector, you will get its 3d world position coordinates (camera.position). // If you don't transpose, final position will be wrong. MatrixTranspose(&matView); - + //#define USE_RLGL_UNPROJECT #if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject() - + Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); @@ -961,56 +972,56 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it Matrix matProjView = MatrixMultiply(matProj, matView); MatrixInvert(&matProjView); - + // Calculate far and near points Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; - + // Multiply points by unproject matrix QuaternionTransform(&near, matProjView); QuaternionTransform(&far, matProjView); - + // Calculate normalized world points in vectors Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w}; Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w}; #endif - + // Calculate normalized direction vector Vector3 direction = VectorSubtract(farPoint, nearPoint); VectorNormalize(&direction); - + // Apply calculated vectors to ray ray.position = camera.position; ray.direction = direction; - + return ray; } // Returns the screen space position from a 3d world space position Vector2 GetWorldToScreen(Vector3 position, Camera camera) -{ +{ // Calculate projection matrix (from perspective instead of frustum Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); - + // Calculate view matrix from camera look at (and transpose it) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); MatrixTranspose(&matView); - + // Convert world position vector to quaternion Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; - + // Transform world position to view QuaternionTransform(&worldPos, matView); - + // Transform result to projection (clip space position) QuaternionTransform(&worldPos, matProj); - + // Calculate normalized device coordinates (inverted y) - Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z }; - + Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.z }; + // Calculate 2d screen position vector Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() }; - + return screenPosition; } @@ -1136,7 +1147,7 @@ bool IsCursorHidden() bool IsGamepadAvailable(int gamepad) { bool result = false; - + #if defined(PLATFORM_RPI) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; #else @@ -1150,7 +1161,7 @@ bool IsGamepadAvailable(int gamepad) float GetGamepadAxisMovement(int gamepad, int axis) { float value = 0; - + #if defined(PLATFORM_RPI) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) { @@ -1159,9 +1170,9 @@ float GetGamepadAxisMovement(int gamepad, int axis) #else const float *axes; int axisCount = 0; - + axes = glfwGetJoystickAxes(gamepad, &axisCount); - + if (axis < axisCount) value = axes[axis]; #endif @@ -1189,7 +1200,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) bool IsGamepadButtonDown(int gamepad, int button) { bool result = false; - + #if defined(PLATFORM_RPI) // Get gamepad buttons information if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true; @@ -1197,13 +1208,13 @@ bool IsGamepadButtonDown(int gamepad, int button) #else const unsigned char *buttons; int buttonsCount; - + buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true; else result = false; #endif - + return result; } @@ -1252,7 +1263,7 @@ bool IsGamepadButtonUp(int gamepad, int button) bool IsMouseButtonPressed(int button) { bool pressed = false; - + #if defined(PLATFORM_ANDROID) if (IsGestureDetected(GESTURE_TAP)) pressed = true; #else @@ -1266,13 +1277,13 @@ bool IsMouseButtonPressed(int button) bool IsMouseButtonDown(int button) { bool down = false; - + #if defined(PLATFORM_ANDROID) if (IsGestureDetected(GESTURE_HOLD)) down = true; #else if (GetMouseButtonStatus(button) == 1) down = true; #endif - + return down; } @@ -1280,7 +1291,7 @@ bool IsMouseButtonDown(int button) bool IsMouseButtonReleased(int button) { bool released = false; - + #if !defined(PLATFORM_ANDROID) if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; #endif @@ -1292,7 +1303,7 @@ bool IsMouseButtonReleased(int button) bool IsMouseButtonUp(int button) { bool up = false; - + #if !defined(PLATFORM_ANDROID) if (GetMouseButtonStatus(button) == 0) up = true; #endif @@ -1377,7 +1388,7 @@ int GetTouchY(void) Vector2 GetTouchPosition(int index) { Vector2 position = { -1.0f, -1.0f }; - + #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; else TraceLog(WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); @@ -1472,23 +1483,28 @@ static void InitGraphicsDevice(int width, int height) displayHeight = screenHeight; #endif // defined(PLATFORM_WEB) - glfwDefaultWindowHints(); // Set default windows hints + glfwDefaultWindowHints(); // Set default windows hints - glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable - //glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window - //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits - //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) - //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window + if (configFlags & FLAG_RESIZABLE_WINDOW) + { + glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window + } + else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable + + //glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window + //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits + //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) + //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API - //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers + //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version // with forward compatibility to older OpenGL versions. // For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible. - + if (configFlags & FLAG_MSAA_4X_HINT) { - glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 + glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 TraceLog(INFO, "Trying to enable MSAA x4"); } @@ -1505,7 +1521,7 @@ static void InitGraphicsDevice(int width, int height) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE #ifdef __APPLE__ - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires #else glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! #endif @@ -1515,9 +1531,9 @@ static void InitGraphicsDevice(int width, int height) if (fullscreen) { // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor - int count; + int count; const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); - + // Get closest videomode to desired screenWidth/screenHeight for (int i = 0; i < count; i++) { @@ -1531,7 +1547,7 @@ static void InitGraphicsDevice(int width, int height) } } } - + TraceLog(WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight); // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, @@ -1540,12 +1556,12 @@ static void InitGraphicsDevice(int width, int height) // by the sides to fit all monitor space... // At this point we need to manage render size vs screen size - // NOTE: This function uses and modifies global module variables: + // NOTE: This function uses and modifies global module variables: // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView SetupFramebufferSize(displayWidth, displayHeight); window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); - + // NOTE: Full-screen change, not working properly... //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); } @@ -1553,15 +1569,15 @@ static void InitGraphicsDevice(int width, int height) { // No-fullscreen window creation window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); - + #if defined(PLATFORM_DESKTOP) // Center window on screen int windowPosX = displayWidth/2 - screenWidth/2; int windowPosY = displayHeight/2 - screenHeight/2; - + if (windowPosX < 0) windowPosX = 0; if (windowPosY < 0) windowPosY = 0; - + glfwSetWindowPos(window, windowPosX, windowPosY); #endif renderWidth = screenWidth; @@ -1604,7 +1620,7 @@ static void InitGraphicsDevice(int width, int height) // NOTE: GLFW loader function is passed as parameter rlglLoadExtensions(glfwGetProcAddress); #endif - + // Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS) // If not set, swap interval uses GPU v-sync configuration // Framerate can be setup using SetTargetFPS() @@ -1613,8 +1629,6 @@ static void InitGraphicsDevice(int width, int height) glfwSwapInterval(1); TraceLog(INFO, "Trying to enable VSYNC"); } - - //glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window #endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) @@ -1637,13 +1651,13 @@ static void InitGraphicsDevice(int width, int height) EGLint samples = 0; EGLint sampleBuffer = 0; - if (configFlags & FLAG_MSAA_4X_HINT) + if (configFlags & FLAG_MSAA_4X_HINT) { samples = 4; sampleBuffer = 1; TraceLog(INFO, "Trying to enable MSAA x4"); } - + const EGLint framebufferAttribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? @@ -1765,17 +1779,28 @@ static void InitGraphicsDevice(int width, int height) #endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) // Initialize OpenGL context (states and resources) + // NOTE: screenWidth and screenHeight not used, just stored as globals rlglInit(screenWidth, screenHeight); - + +#ifdef __APPLE__ + // Get framebuffer size of current window + // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer + // is automatically reasized to adapt to new DPI. + // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() + int fbWidth, fbHeight; + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); + rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); +#else // Initialize screen viewport (area of the screen that you will actually draw to) // NOTE: Viewport must be recalculated if screen is resized rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); +#endif // Initialize internal projection and modelview matrices // NOTE: Default to orthographic projection mode with top-left corner at (0,0) rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); + rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) @@ -1789,7 +1814,7 @@ static void InitGraphicsDevice(int width, int height) // Compute framebuffer size relative to screen size and display size // NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified static void SetupFramebufferSize(int displayWidth, int displayHeight) -{ +{ // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { @@ -1928,7 +1953,7 @@ static void PollInputEvents(void) // NOTE: Gestures update must be called every frame to reset gestures correctly // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); - + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // Mouse input polling double mouseX; @@ -2008,7 +2033,7 @@ static void TakeScreenshot(void) unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight); sprintf(buffer, "screenshot%03i.png", shotNum); - + // Save image as PNG WritePNG(buffer, imgData, renderWidth, renderHeight, 4); @@ -2043,12 +2068,9 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i // NOTE: Before closing window, while loop must be left! } #if defined(PLATFORM_DESKTOP) - else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) - { - TakeScreenshot(); - } + else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) TakeScreenshot(); #endif - else + else { currentKeyState[key] = action; if (action == GLFW_PRESS) lastKeyPressed = key; @@ -2059,27 +2081,27 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) { currentMouseState[button] = action; - + #define ENABLE_MOUSE_GESTURES #if defined(ENABLE_MOUSE_GESTURES) // Process mouse events as touches to be able to use mouse-gestures GestureEvent gestureEvent; - + // Register touch actions if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; - + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() - + // Assign a pointer ID gestureEvent.pointerId[0] = 0; - + // Register touch points count gestureEvent.pointCount = 1; - + // Register touch points position, only one point registered gestureEvent.position[0] = GetMousePosition(); - + // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); @@ -2098,20 +2120,20 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) GestureEvent gestureEvent; gestureEvent.touchAction = TOUCH_MOVE; - + // Assign a pointer ID gestureEvent.pointerId[0] = 0; // Register touch points count gestureEvent.pointCount = 1; - + // Register touch points position, only one point registered gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; - + touchPosition[0] = gestureEvent.position[0]; - + // Normalize gestureEvent.position[0] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing @@ -2152,7 +2174,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) screenHeight = height; renderWidth = width; renderHeight = height; - + // NOTE: Postprocessing texture is not scaled to new size } @@ -2171,9 +2193,9 @@ static void WindowIconifyCallback(GLFWwindow* window, int iconified) static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) { ClearDroppedFiles(); - + dropFilesPath = (char **)malloc(sizeof(char *)*count); - + for (int i = 0; i < count; i++) { dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char @@ -2235,7 +2257,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) for (int i = 0; i < assetsCount; i++) { // TODO: Unload old asset if required - + // Load texture again to pointed texture (*textureAsset + i) = LoadTexture(assetPath[i]); } @@ -2278,7 +2300,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroySurface(display, surface); - + contextRebindRequired = true; TraceLog(INFO, "APP_CMD_TERM_WINDOW"); @@ -2315,7 +2337,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) { //http://developer.android.com/ndk/reference/index.html - + int type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) @@ -2323,7 +2345,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) // Get first touch position touchPosition[0].x = AMotionEvent_getX(event, 0); touchPosition[0].y = AMotionEvent_getY(event, 0); - + // Get second touch position touchPosition[1].x = AMotionEvent_getX(event, 1); touchPosition[1].y = AMotionEvent_getY(event, 1); @@ -2332,7 +2354,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) { int32_t keycode = AKeyEvent_getKeyCode(event); //int32_t AKeyEvent_getMetaState(event); - + // Save current button and its state currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1 @@ -2344,7 +2366,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) // NOTE: AndroidManifest.xml must have // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour return 0; - } + } else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) { // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! @@ -2356,36 +2378,36 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) return 0; } } - + int32_t action = AMotionEvent_getAction(event); unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; - + GestureEvent gestureEvent; - + // Register touch actions if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; - + // Register touch points count gestureEvent.pointCount = AMotionEvent_getPointerCount(event); - + // Register touch points id gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); - + // Register touch points position // NOTE: Only two points registered gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; - + // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); - + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); @@ -2396,13 +2418,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) #if defined(PLATFORM_WEB) static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) { - //isFullscreen: int e->isFullscreen - //fullscreenEnabled: int e->fullscreenEnabled + //isFullscreen: int e->isFullscreen + //fullscreenEnabled: int e->fullscreenEnabled //fs element nodeName: (char *) e->nodeName //fs element id: (char *) e->id //Current element size: (int) e->elementWidth, (int) e->elementHeight //Screen size:(int) e->screenWidth, (int) e->screenHeight - + if (e->isFullscreen) { TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); @@ -2411,7 +2433,7 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte { TraceLog(INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } - + // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input return 0; @@ -2431,33 +2453,33 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent x = touchEvent->touches[i].canvasX; y = touchEvent->touches[i].canvasY; } - + printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); - for(int i = 0; i < event->numTouches; ++i) + for (int i = 0; i < event->numTouches; ++i) { const EmscriptenTouchPoint *t = &event->touches[i]; - + printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); } */ - + GestureEvent gestureEvent; // Register touch actions if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; - + // Register touch points count gestureEvent.pointCount = touchEvent->numTouches; - + // Register touch points id gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; - + // Register touch points position // NOTE: Only two points registered // TODO: Touch data should be scaled accordingly! @@ -2468,12 +2490,12 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent touchPosition[0] = gestureEvent.position[0]; touchPosition[1] = gestureEvent.position[1]; - + // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing @@ -2519,7 +2541,7 @@ static void InitKeyboard(void) else { // We reconfigure keyboard mode to get: - // - scancodes (K_RAW) + // - scancodes (K_RAW) // - keycodes (K_MEDIUMRAW) // - ASCII chars (K_XLATE) // - UNICODE chars (K_UNICODE) @@ -2535,7 +2557,7 @@ static void InitKeyboard(void) static void ProcessKeyboard(void) { #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read - + // Keyboard input polling (fill keys[256] array with status) int bufferByteCount = 0; // Bytes available on the buffer char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time @@ -2550,7 +2572,7 @@ static void ProcessKeyboard(void) for (int i = 0; i < bufferByteCount; i++) { TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); - + //printf("Key(s) bytes: "); //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); //printf("\n"); @@ -2584,7 +2606,7 @@ static void ProcessKeyboard(void) case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 default: break; } - + if (keysBuffer[i + 2] == 0x5b) i += 4; else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; } @@ -2601,7 +2623,7 @@ static void ProcessKeyboard(void) i += 3; // Jump to next key } - + // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) } } @@ -2611,7 +2633,7 @@ static void ProcessKeyboard(void) else { TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); - + // Translate lowercase a-z letters to A-Z if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) { @@ -2620,10 +2642,10 @@ static void ProcessKeyboard(void) else currentKeyState[(int)keysBuffer[i]] = 1; } } - + // Check exit key (same functionality as GLFW3 KeyCallback()) if (currentKeyState[exitKey] == 1) windowShouldClose = true; - + // Check screen capture key if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12) } @@ -2633,7 +2655,7 @@ static void RestoreKeyboard(void) { // Reset to default keyboard settings tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); - + // Reconfigure keyboard to default mode ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } @@ -2663,14 +2685,14 @@ static void InitMouse(void) static void *MouseThread(void *arg) { const unsigned char XSIGN = 1<<4, YSIGN = 1<<5; - - typedef struct { + + typedef struct { char buttons; - char dx, dy; + char dx, dy; } MouseEvent; - + MouseEvent mouse; - + int mouseRelX = 0; int mouseRelY = 0; @@ -2679,7 +2701,7 @@ static void *MouseThread(void *arg) if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) { if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set - + // Check Left button pressed if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; else currentMouseState[0] = 0; @@ -2687,27 +2709,27 @@ static void *MouseThread(void *arg) // Check Right button pressed if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; else currentMouseState[1] = 0; - + // Check Middle button pressed if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; else currentMouseState[2] = 0; - + mouseRelX = (int)mouse.dx; mouseRelY = (int)mouse.dy; - + if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); - + // NOTE: Mouse movement is normalized to not be screen resolution dependant // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) // Result after normalization is multiplied by MOUSE_SENSITIVITY factor mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; - + if (mousePosition.x < 0) mousePosition.x = 0; if (mousePosition.y < 0) mousePosition.y = 0; - + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; } @@ -2721,12 +2743,12 @@ static void *MouseThread(void *arg) static void InitGamepad(void) { char gamepadDev[128] = ""; - + for (int i = 0; i < MAX_GAMEPADS; i++) { sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); - - if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) + + if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) { // NOTE: Only show message for first gamepad if (i == 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available"); @@ -2744,7 +2766,7 @@ static void InitGamepad(void) else TraceLog(INFO, "Gamepad device initialized successfully"); } } - } + } } // Process Gamepad (/dev/input/js0) @@ -2763,7 +2785,7 @@ static void *GamepadThread(void *arg) // Read gamepad event struct js_event gamepadEvent; - + while (!windowShouldClose) { for (int i = 0; i < MAX_GAMEPADS; i++) @@ -2771,22 +2793,22 @@ static void *GamepadThread(void *arg) if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events - + // Process gamepad events by type - if (gamepadEvent.type == JS_EVENT_BUTTON) + if (gamepadEvent.type == JS_EVENT_BUTTON) { TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); - - if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) + + if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) { // 1 - button pressed, 0 - button released gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value; } } - else if (gamepadEvent.type == JS_EVENT_AXIS) + else if (gamepadEvent.type == JS_EVENT_AXIS) { TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); - + if (gamepadEvent.number < MAX_GAMEPAD_AXIS) { // NOTE: Scaling of gamepadEvent.value to get values between -1..1 diff --git a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h index 718c21cb..89293ff8 100644 --- a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h +++ b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h @@ -1501,9 +1501,9 @@ public: if (len == 0) twist->w = T(1); // identity else - twist /= len; // normalize + *twist /= len; // normalize - return *this * twist.Inverted(); + return *this * twist->Inverted(); } // Normalized linear interpolation of quaternions diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h index cf7aab62..eaabcf59 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h @@ -271,6 +271,12 @@ typedef char ovrBool; ///< Boolean type //----------------------------------------------------------------------------------- // ***** Simple Math Structures +/// A RGBA color with normalized float components. +typedef struct OVR_ALIGNAS(4) ovrColorf_ +{ + float r, g, b, a; +} ovrColorf; + /// A 2D vector with integer components. typedef struct OVR_ALIGNAS(4) ovrVector2i_ { @@ -326,7 +332,7 @@ typedef struct OVR_ALIGNAS(4) ovrPosef_ /// A full pose (rigid body) configuration with first and second derivatives. /// /// Body refers to any object for which ovrPoseStatef is providing data. -/// It can be the HMD, Touch controller, sensor or something else. The context +/// It can be the HMD, Touch controller, sensor or something else. The context /// depends on the usage of the struct. typedef struct OVR_ALIGNAS(8) ovrPoseStatef_ { @@ -687,7 +693,7 @@ typedef enum ovrTextureFormat_ /// typedef enum ovrTextureMiscFlags_ { - ovrTextureMisc_None, + ovrTextureMisc_None, /// DX only: The underlying texture is created with a TYPELESS equivalent of the /// format specified in the texture desc. The SDK will still access the @@ -745,28 +751,22 @@ typedef struct ovrMirrorTextureData* ovrMirrorTexture; //----------------------------------------------------------------------------------- /// Describes button input types. -/// Button inputs are combined; that is they will be reported as pressed if they are +/// Button inputs are combined; that is they will be reported as pressed if they are /// pressed on either one of the two devices. /// The ovrButton_Up/Down/Left/Right map to both XBox D-Pad and directional buttons. /// The ovrButton_Enter and ovrButton_Return map to Start and Back controller buttons, respectively. typedef enum ovrButton_ -{ +{ ovrButton_A = 0x00000001, ovrButton_B = 0x00000002, ovrButton_RThumb = 0x00000004, ovrButton_RShoulder = 0x00000008, - // Bit mask of all buttons on the right Touch controller - ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder, - ovrButton_X = 0x00000100, ovrButton_Y = 0x00000200, - ovrButton_LThumb = 0x00000400, + ovrButton_LThumb = 0x00000400, ovrButton_LShoulder = 0x00000800, - // Bit mask of all buttons on the left Touch controller - ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder, - // Navigation through DPad. ovrButton_Up = 0x00010000, ovrButton_Down = 0x00020000, @@ -776,9 +776,16 @@ typedef enum ovrButton_ ovrButton_Back = 0x00200000, // Back on Xbox controller. ovrButton_VolUp = 0x00400000, // only supported by Remote. ovrButton_VolDown = 0x00800000, // only supported by Remote. - ovrButton_Home = 0x01000000, + ovrButton_Home = 0x01000000, ovrButton_Private = ovrButton_VolUp | ovrButton_VolDown | ovrButton_Home, + // Bit mask of all buttons on the right Touch controller + ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder, + + // Bit mask of all buttons on the left Touch controller + ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder | + ovrButton_Enter, + ovrButton_EnumSize = 0x7fffffff ///< \internal Force type int32_t. } ovrButton; @@ -806,7 +813,7 @@ typedef enum ovrTouch_ // Bit mask of all the button touches on the left controller ovrTouch_LButtonMask = ovrTouch_X | ovrTouch_Y | ovrTouch_LThumb | ovrTouch_LThumbRest | ovrTouch_LIndexTrigger, - // Finger pose state + // Finger pose state // Derived internally based on distance, proximity to sensors and filtering. ovrTouch_RIndexPointing = 0x00000020, ovrTouch_RThumbUp = 0x00000040, @@ -823,6 +830,25 @@ typedef enum ovrTouch_ ovrTouch_EnumSize = 0x7fffffff ///< \internal Force type int32_t. } ovrTouch; +/// Describes the Touch Haptics engine. +/// Currently, those values will NOT change during a session. +typedef struct OVR_ALIGNAS(OVR_PTR_SIZE) ovrTouchHapticsDesc_ +{ + // Haptics engine frequency/sample-rate, sample time in seconds equals 1.0/sampleRateHz + int SampleRateHz; + // Size of each Haptics sample, sample value range is [0, 2^(Bytes*8)-1] + int SampleSizeInBytes; + + // Queue size that would guarantee Haptics engine would not starve for data + // Make sure size doesn't drop below it for best results + int QueueMinSizeToAvoidStarvation; + + // Minimum, Maximum and Optimal number of samples that can be sent to Haptics through ovr_SubmitControllerVibration + int SubmitMinSamples; + int SubmitMaxSamples; + int SubmitOptimalSamples; +} ovrTouchHapticsDesc; + /// Specifies which controller is connected; multiple can be connected at once. typedef enum ovrControllerType_ { @@ -838,11 +864,45 @@ typedef enum ovrControllerType_ ovrControllerType_EnumSize = 0x7fffffff ///< \internal Force type int32_t. } ovrControllerType; +/// Haptics buffer submit mode +typedef enum ovrHapticsBufferSubmitMode_ +{ + // Enqueue buffer for later playback + ovrHapticsBufferSubmit_Enqueue +} ovrHapticsBufferSubmitMode; + +/// Haptics buffer descriptor, contains amplitude samples used for Touch vibration +typedef struct ovrHapticsBuffer_ +{ + const void* Samples; + int SamplesCount; + ovrHapticsBufferSubmitMode SubmitMode; +} ovrHapticsBuffer; + +/// State of the Haptics playback for Touch vibration +typedef struct ovrHapticsPlaybackState_ +{ + // Remaining space available to queue more samples + int RemainingQueueSpace; + + // Number of samples currently queued + int SamplesQueued; +} ovrHapticsPlaybackState; + +/// Position tracked devices +typedef enum ovrTrackedDeviceType_ +{ + ovrTrackedDevice_HMD = 0x0001, + ovrTrackedDevice_LTouch = 0x0002, + ovrTrackedDevice_RTouch = 0x0004, + ovrTrackedDevice_Touch = 0x0006, + ovrTrackedDevice_All = 0xFFFF, +} ovrTrackedDeviceType; /// Provides names for the left and right hand array indexes. /// /// \see ovrInputState, ovrTrackingState -/// +/// typedef enum ovrHandType_ { ovrHand_Left = 0, @@ -858,27 +918,43 @@ typedef enum ovrHandType_ /// their inputs are combined. typedef struct ovrInputState_ { - // System type when the controller state was last updated. + /// System type when the controller state was last updated. double TimeInSeconds; - // Values for buttons described by ovrButton. + /// Values for buttons described by ovrButton. unsigned int Buttons; - // Touch values for buttons and sensors as described by ovrTouch. + /// Touch values for buttons and sensors as described by ovrTouch. unsigned int Touches; - - // Left and right finger trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. + + /// Left and right finger trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. + /// Returns 0 if the value would otherwise be less than 0.1176, for ovrControllerType_XBox float IndexTrigger[ovrHand_Count]; - - // Left and right hand trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. + + /// Left and right hand trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. float HandTrigger[ovrHand_Count]; - // Horizontal and vertical thumbstick axis values (ovrHand_Left and ovrHand_Right), in the range -1.0f to 1.0f. + /// Horizontal and vertical thumbstick axis values (ovrHand_Left and ovrHand_Right), in the range -1.0f to 1.0f. + /// Returns a deadzone (value 0) per each axis if the value on that axis would otherwise have been between -.2746 to +.2746, for ovrControllerType_XBox ovrVector2f Thumbstick[ovrHand_Count]; - // The type of the controller this state is for. + /// The type of the controller this state is for. ovrControllerType ControllerType; - + + /// Left and right finger trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. + /// Does not apply a deadzone + /// Added in 1.7 + float IndexTriggerNoDeadzone[ovrHand_Count]; + + /// Left and right hand trigger values (ovrHand_Left and ovrHand_Right), in the range 0.0 to 1.0f. + /// Does not apply a deadzone + /// Added in 1.7 + float HandTriggerNoDeadzone[ovrHand_Count]; + + /// Horizontal and vertical thumbstick axis values (ovrHand_Left and ovrHand_Right), in the range -1.0f to 1.0f + /// Does not apply a deadzone + /// Added in 1.7 + ovrVector2f ThumbstickNoDeadzone[ovrHand_Count]; } ovrInputState; @@ -951,8 +1027,8 @@ typedef struct OVR_ALIGNAS(8) ovrInitParams_ /// Use NULL to specify no log callback. ovrLogCallback LogCallback; - /// User-supplied data which is passed as-is to LogCallback. Typically this - /// is used to store an application-specific pointer which is read in the + /// User-supplied data which is passed as-is to LogCallback. Typically this + /// is used to store an application-specific pointer which is read in the /// callback function. uintptr_t UserData; @@ -969,6 +1045,7 @@ typedef struct OVR_ALIGNAS(8) ovrInitParams_ extern "C" { #endif +#if !defined(OVR_EXPORTING_CAPI) // ----------------------------------------------------------------------------------- // ***** API Interfaces @@ -981,7 +1058,7 @@ extern "C" { /// followed by a call to ovr_Shutdown. ovr_Initialize calls are idempotent. /// Calling ovr_Initialize twice does not require two matching calls to ovr_Shutdown. /// If already initialized, the return value is ovr_Success. -/// +/// /// LibOVRRT shared library search order: /// -# Current working directory (often the same as the application directory). /// -# Module directory (usually the same as the application directory, @@ -1121,21 +1198,21 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_IdentifyClient(const char* identity); /// /// ovr_Initialize must have first been called in order for this to succeed, otherwise ovrHmdDesc::Type /// will be reported as ovrHmd_None. -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create, else NULL in which /// case this function detects whether an HMD is present and returns its info if so. /// -/// \return Returns an ovrHmdDesc. If the hmd is NULL and ovrHmdDesc::Type is ovrHmd_None then +/// \return Returns an ovrHmdDesc. If the hmd is NULL and ovrHmdDesc::Type is ovrHmd_None then /// no HMD is present. /// OVR_PUBLIC_FUNCTION(ovrHmdDesc) ovr_GetHmdDesc(ovrSession session); -/// Returns the number of sensors. +/// Returns the number of sensors. /// -/// The number of sensors may change at any time, so this function should be called before use +/// The number of sensors may change at any time, so this function should be called before use /// as opposed to once on startup. -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. /// /// \return Returns unsigned int count. @@ -1145,15 +1222,15 @@ OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetTrackerCount(ovrSession session); /// Returns a given sensor description. /// -/// It's possible that sensor desc [0] may indicate a unconnnected or non-pose tracked sensor, but +/// It's possible that sensor desc [0] may indicate a unconnnected or non-pose tracked sensor, but /// sensor desc [1] may be connected. /// /// ovr_Initialize must have first been called in order for this to succeed, otherwise the returned /// trackerDescArray will be zero-initialized. The data returned by this function can change at runtime. -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. -/// -/// \param[in] trackerDescIndex Specifies a sensor index. The valid indexes are in the range of 0 to +/// +/// \param[in] trackerDescIndex Specifies a sensor index. The valid indexes are in the range of 0 to /// the sensor count returned by ovr_GetTrackerCount. /// /// \return Returns ovrTrackerDesc. An empty ovrTrackerDesc will be returned if trackerDescIndex is out of range. @@ -1197,6 +1274,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_Create(ovrSession* pSession, ovrGraphicsLuid* /// OVR_PUBLIC_FUNCTION(void) ovr_Destroy(ovrSession session); +#endif // !defined(OVR_EXPORTING_CAPI) /// Specifies status information for the current session. /// @@ -1208,10 +1286,11 @@ typedef struct ovrSessionStatus_ ovrBool HmdPresent; ///< True if an HMD is present. ovrBool HmdMounted; ///< True if the HMD is on the user's head. ovrBool DisplayLost; ///< True if the session is in a display-lost state. See ovr_SubmitFrame. - ovrBool ShouldQuit; ///< True if the application should initiate shutdown. + ovrBool ShouldQuit; ///< True if the application should initiate shutdown. ovrBool ShouldRecenter; ///< True if UX has requested re-centering. Must call ovr_ClearShouldRecenterFlag or ovr_RecenterTrackingOrigin. }ovrSessionStatus; +#if !defined(OVR_EXPORTING_CAPI) /// Returns status information for the application. /// @@ -1248,7 +1327,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetSessionStatus(ovrSession session, ovrSessi /// /// When the tracking origin is changed, all of the calls that either provide /// or accept ovrPosef will use the new tracking origin provided. -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. /// \param[in] origin Specifies an ovrTrackingOrigin to be used for all ovrPosef /// @@ -1260,7 +1339,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetTrackingOriginType(ovrSession session, ovr /// Gets the tracking origin state -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. /// /// \return Returns the ovrTrackingOrigin that was either set by default, or previous set by the application. @@ -1274,9 +1353,9 @@ OVR_PUBLIC_FUNCTION(ovrTrackingOrigin) ovr_GetTrackingOriginType(ovrSession sess /// This resets the (x,y,z) positional components and the yaw orientation component. /// The Roll and pitch orientation components are always determined by gravity and cannot /// be redefined. All future tracking will report values relative to this new reference position. -/// If you are using ovrTrackerPoses then you will need to call ovr_GetTrackerPose after +/// If you are using ovrTrackerPoses then you will need to call ovr_GetTrackerPose after /// this, because the sensor position(s) will change as a result of this. -/// +/// /// The headset cannot be facing vertically upward or downward but rather must be roughly /// level otherwise this function will fail with ovrError_InvalidHeadsetOrientation. /// @@ -1298,7 +1377,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_RecenterTrackingOrigin(ovrSession session); /// Clears the ShouldRecenter status bit in ovrSessionStatus. /// -/// Clears the ShouldRecenter status bit in ovrSessionStatus, allowing further recenter +/// Clears the ShouldRecenter status bit in ovrSessionStatus, allowing further recenter /// requests to be detected. Since this is automatically done by ovr_RecenterTrackingOrigin, /// this is only needs to be called when application is doing its own re-centering. OVR_PUBLIC_FUNCTION(void) ovr_ClearShouldRecenterFlag(ovrSession session); @@ -1358,28 +1437,52 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetInputState(ovrSession session, ovrControll /// OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetConnectedControllerTypes(ovrSession session); - -/// Turns on vibration of the given controller. -/// -/// To disable vibration, call ovr_SetControllerVibration with an amplitude of 0. -/// Vibration automatically stops after a nominal amount of time, so if you want vibration -/// to be continuous over multiple seconds then you need to call this function periodically. +/// Gets information about Haptics engine for the specified Touch controller. /// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. -/// \param[in] controllerType Specifies the controller to apply the vibration to. -/// \param[in] frequency Specifies a vibration frequency in the range of 0.0 to 1.0. -/// Currently the only valid values are 0.0, 0.5, and 1.0 and other values will -/// be clamped to one of these. -/// \param[in] amplitude Specifies a vibration amplitude in the range of 0.0 to 1.0. +/// \param[in] controllerType The controller to retrieve the information from. /// +/// \return Returns an ovrTouchHapticsDesc. +/// +OVR_PUBLIC_FUNCTION(ovrTouchHapticsDesc) ovr_GetTouchHapticsDesc(ovrSession session, ovrControllerType controllerType); + +/// Sets constant vibration (with specified frequency and amplitude) to a controller. +/// Note: ovr_SetControllerVibration cannot be used interchangeably with ovr_SubmitControllerVibration. +/// +/// This method should be called periodically, vibration lasts for a maximum of 2.5 seconds. +/// It's recommended to call this method once a second, calls will be rejected if called too frequently (over 30hz). +/// +/// \param[in] session Specifies an ovrSession previously returned by ovr_Create. +/// \param[in] controllerType The controller to set the vibration to. +/// \param[in] frequency Vibration frequency. Supported values are: 0.0 (disabled), 0.5 and 1.0. Non valid values will be clamped. +/// \param[in] amplitude Vibration amplitude in the [0.0, 1.0] range. /// \return Returns ovrSuccess upon success. /// -/// \see ovrControllerType -/// OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType, float frequency, float amplitude); +/// Submits a Haptics buffer (used for vibration) to Touch (only) controllers. +/// Note: ovr_SubmitControllerVibration cannot be used interchangeably with ovr_SetControllerVibration. +/// +/// \param[in] session Specifies an ovrSession previously returned by ovr_Create. +/// \param[in] controllerType Controller where the Haptics buffer will be played. +/// \param[in] buffer Haptics buffer containing amplitude samples to be played. +/// \return Returns ovrSuccess upon success. +/// \see ovrHapticsBuffer +/// +OVR_PUBLIC_FUNCTION(ovrResult) ovr_SubmitControllerVibration(ovrSession session, ovrControllerType controllerType, const ovrHapticsBuffer* buffer); -///@} +/// Gets the Haptics engine playback state of a specific Touch controller. +/// +/// \param[in] session Specifies an ovrSession previously returned by ovr_Create. +/// \param[in] controllerType Controller where the Haptics buffer wil be played. +/// \param[in] outState State of the haptics engine. +/// \return Returns ovrSuccess upon success. +/// \see ovrHapticsPlaybackState +/// +OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetControllerVibrationState(ovrSession session, ovrControllerType controllerType, ovrHapticsPlaybackState* outState); + + +#endif // !defined(OVR_EXPORTING_CAPI) //------------------------------------------------------------------------------------- // @name Layers @@ -1603,7 +1706,7 @@ typedef union ovrLayer_Union_ //@} - +#if !defined(OVR_EXPORTING_CAPI) /// @name SDK Distortion Rendering /// @@ -1626,7 +1729,7 @@ typedef union ovrLayer_Union_ /// \param[in] chain Specifies the ovrTextureSwapChain for which the length should be retrieved. /// \param[out] out_Length Returns the number of buffers in the specified chain. /// -/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. +/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. /// /// \see ovr_CreateTextureSwapChainDX, ovr_CreateTextureSwapChainGL /// @@ -1638,7 +1741,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainLength(ovrSession session, /// \param[in] chain Specifies the ovrTextureSwapChain for which the index should be retrieved. /// \param[out] out_Index Returns the current (free) index in specified chain. /// -/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. +/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. /// /// \see ovr_CreateTextureSwapChainDX, ovr_CreateTextureSwapChainGL /// @@ -1650,7 +1753,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainCurrentIndex(ovrSession se /// \param[in] chain Specifies the ovrTextureSwapChain for which the description should be retrieved. /// \param[out] out_Desc Returns the description of the specified chain. /// -/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. +/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. /// /// \see ovr_CreateTextureSwapChainDX, ovr_CreateTextureSwapChainGL /// @@ -1667,7 +1770,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainDesc(ovrSession session, o /// it will synchronize with the app's graphics context and pick up the submitted index, opening up /// room in the swap chain for further commits. /// -/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. +/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error. /// Failures include but aren't limited to: /// - ovrError_TextureSwapChainFull: ovr_CommitTextureSwapChain was called too many times on a texture swapchain without calling submit to use the chain. /// @@ -1795,7 +1898,7 @@ OVR_PUBLIC_FUNCTION(ovrEyeRenderDesc) ovr_GetRenderDesc(ovrSession session, /// destroyed (ovr_Destroy) and recreated (ovr_Create), and new resources need to be created /// (ovr_CreateTextureSwapChainXXX). The application's existing private graphics resources do not /// need to be recreated unless the new ovr_Create call returns a different GraphicsLuid. -/// - ovrError_TextureSwapChainInvalid: The ovrTextureSwapChain is in an incomplete or inconsistent state. +/// - ovrError_TextureSwapChainInvalid: The ovrTextureSwapChain is in an incomplete or inconsistent state. /// Ensure ovr_CommitTextureSwapChain was called at least once first. /// /// \see ovr_GetPredictedDisplayTime, ovrViewScaleDesc, ovrLayerHeader @@ -1805,7 +1908,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_SubmitFrame(ovrSession session, long long fra ovrLayerHeader const * const * layerPtrList, unsigned int layerCount); ///@} - +#endif // !defined(OVR_EXPORTING_CAPI) //------------------------------------------------------------------------------------- /// @name Frame Timing @@ -1813,26 +1916,28 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_SubmitFrame(ovrSession session, long long fra //@{ +#if !defined(OVR_EXPORTING_CAPI) + /// Gets the time of the specified frame midpoint. /// -/// Predicts the time at which the given frame will be displayed. The predicted time -/// is the middle of the time period during which the corresponding eye images will -/// be displayed. +/// Predicts the time at which the given frame will be displayed. The predicted time +/// is the middle of the time period during which the corresponding eye images will +/// be displayed. /// /// The application should increment frameIndex for each successively targeted frame, -/// and pass that index to any relevent OVR functions that need to apply to the frame +/// and pass that index to any relevant OVR functions that need to apply to the frame /// identified by that index. /// /// This function is thread-safe and allows for multiple application threads to target /// their processing to the same displayed frame. -/// +/// /// In the even that prediction fails due to various reasons (e.g. the display being off /// or app has yet to present any frames), the return value will be current CPU time. -/// +/// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. /// \param[in] frameIndex Identifies the frame the caller wishes to target. /// A value of zero returns the next frame index. -/// \return Returns the absolute frame midpoint time for the given frameIndex. +/// \return Returns the absolute frame midpoint time for the given frameIndex. /// \see ovr_GetTimeInSeconds /// OVR_PUBLIC_FUNCTION(double) ovr_GetPredictedDisplayTime(ovrSession session, long long frameIndex); @@ -1848,6 +1953,7 @@ OVR_PUBLIC_FUNCTION(double) ovr_GetPredictedDisplayTime(ovrSession session, long /// OVR_PUBLIC_FUNCTION(double) ovr_GetTimeInSeconds(); +#endif // !defined(OVR_EXPORTING_CAPI) /// Performance HUD enables the HMD user to see information critical to /// the real-time operation of the VR application such as latency timing, @@ -1889,7 +1995,7 @@ typedef enum ovrLayerHudMode_ ///@} /// Debug HUD is provided to help developers gauge and debug the fidelity of their app's -/// stereo rendering characteristics. Using the provided quad and crosshair guides, +/// stereo rendering characteristics. Using the provided quad and crosshair guides, /// the developer can verify various aspects such as VR tracking units (e.g. meters), /// stereo camera-parallax properties (e.g. making sure objects at infinity are rendered /// with the proper separation), measuring VR geometry sizes and distances and more. @@ -1915,7 +2021,7 @@ typedef enum ovrDebugHudStereoMode_ } ovrDebugHudStereoMode; - +#if !defined(OVR_EXPORTING_CAPI) // ----------------------------------------------------------------------------------- /// @name Property Access @@ -2033,7 +2139,7 @@ OVR_PUBLIC_FUNCTION(ovrBool) ovr_SetString(ovrSession session, const char* prope ///@} - +#endif // !defined(OVR_EXPORTING_CAPI) #ifdef __cplusplus } // extern "C" @@ -2094,10 +2200,10 @@ OVR_STATIC_ASSERT(sizeof(ovrLogLevel) == 4, "ovrLogLevel size mismatch"); OVR_STATIC_ASSERT(sizeof(ovrInitParams) == 4 + 4 + sizeof(ovrLogCallback) + sizeof(uintptr_t) + 4 + 4, "ovrInitParams size mismatch"); -OVR_STATIC_ASSERT(sizeof(ovrHmdDesc) == +OVR_STATIC_ASSERT(sizeof(ovrHmdDesc) == + sizeof(ovrHmdType) // Type OVR_ON64(+ 4) // pad0 - + 64 // ProductName + + 64 // ProductName + 64 // Manufacturer + 2 // VendorId + 2 // ProductId diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h index 930dfcbe..dc61e19e 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h @@ -17,6 +17,8 @@ #include "OVR_CAPI.h" #define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128 +#if !defined(OVR_EXPORTING_CAPI) + /// Gets the ID of the preferred VR audio output device. /// /// \param[out] deviceOutId The ID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be WAVE_MAPPER. @@ -75,6 +77,8 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuidStr(WCHAR deviceInStrBuff /// OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuid(GUID* deviceInGuid); +#endif // !defined(OVR_EXPORTING_CAPI) + #endif //OVR_OS_MS #endif // OVR_CAPI_Audio_h diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h index 982af8f0..374dab84 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h @@ -14,6 +14,8 @@ #if defined (_WIN32) #include +#if !defined(OVR_EXPORTING_CAPI) + //----------------------------------------------------------------------------------- // ***** Direct3D Specific @@ -149,6 +151,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferDX(ovrSession session, IID iid, void** out_Buffer); +#endif // !defined(OVR_EXPORTING_CAPI) #endif // _WIN32 diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h index 81487947..1c073f46 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h @@ -9,6 +9,8 @@ #include "OVR_CAPI.h" +#if !defined(OVR_EXPORTING_CAPI) + /// Creates a TextureSwapChain suitable for use with OpenGL. /// /// \param[in] session Specifies an ovrSession previously returned by ovr_Create. @@ -95,5 +97,6 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferGL(ovrSession session, ovrMirrorTexture mirrorTexture, unsigned int* out_TexId); +#endif // !defined(OVR_EXPORTING_CAPI) #endif // OVR_CAPI_GL_h diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h index 9fc527c7..a8b810ea 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h @@ -88,6 +88,7 @@ typedef enum ovrErrorType_ ovrError_ClientSkippedDestroy = -1012, ///< The client failed to call ovr_Destroy on an active session before calling ovr_Shutdown. Or the client crashed. ovrError_ClientSkippedShutdown = -1013, ///< The client failed to call ovr_Shutdown or the client crashed. ovrError_ServiceDeadlockDetected = -1014, ///< The service watchdog discovered a deadlock. + ovrError_InvalidOperation = -1015, ///< Function call is invalid for object's current state /* Audio error range, reserved for Audio errors. */ ovrError_AudioDeviceNotFound = -2001, ///< Failure to find the specified audio device. @@ -115,6 +116,9 @@ typedef enum ovrErrorType_ ovrError_HybridGraphicsNotSupported = -3018, ///< The system is using hybrid graphics (Optimus, etc...), which is not support. ovrError_DisplayManagerInit = -3019, ///< Initialization of the DisplayManager failed. ovrError_TrackerDriverInit = -3020, ///< Failed to get the interface for an attached tracker + ovrError_LibSignCheck = -3021, ///< LibOVRRT signature check failure. + ovrError_LibPath = -3022, ///< LibOVRRT path failure. + ovrError_LibSymbols = -3023, ///< LibOVRRT symbol resolution failure. /* Rendering errors */ ovrError_DisplayLost = -6000, ///< In the event of a system-wide graphics reset or cable unplug this is returned to the app. @@ -130,6 +134,11 @@ typedef enum ovrErrorType_ /* Fatal errors */ ovrError_RuntimeException = -7000, ///< A runtime exception occurred. The application is required to shutdown LibOVR and re-initialize it before this error state will be cleared. + /* Calibration errors */ + ovrError_NoCalibration = -9000, ///< Result of a missing calibration block + ovrError_OldVersion = -9001, ///< Result of an old calibration block + ovrError_MisformattedBlock = -9002, ///< Result of a bad calibration block due to lengths + } ovrErrorType; diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h index 376fa7d5..8d213df5 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h @@ -19,7 +19,7 @@ // Master version numbers #define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning. #define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel. -#define OVR_MINOR_VERSION 5 // +#define OVR_MINOR_VERSION 7 // #define OVR_PATCH_VERSION 0 #define OVR_BUILD_NUMBER 0 diff --git a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll index 8553ce11..7a42d443 100644 Binary files a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll and b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll differ diff --git a/src/external/jar_mod.h b/src/external/jar_mod.h index c39db65a..bee9f6ee 100644 --- a/src/external/jar_mod.h +++ b/src/external/jar_mod.h @@ -59,7 +59,7 @@ // - Initialize the jar_mod_context_t buffer. Must be called before doing anything else. // Return 1 if success. 0 in case of error. // ------------------------------------------- -// mulong jar_mod_load_file(jar_mod_context_t * modctx, char* filename) +// mulong jar_mod_load_file(jar_mod_context_t * modctx, const char* filename) // // - "Load" a MOD from file, context must already be initialized. // Return size of file in bytes. @@ -247,7 +247,7 @@ bool jar_mod_init(jar_mod_context_t * modctx); bool jar_mod_setcfg(jar_mod_context_t * modctx, int samplerate, int bits, int stereo, int stereo_separation, int filter); void jar_mod_fillbuffer(jar_mod_context_t * modctx, short * outbuffer, unsigned long nbsample, jar_mod_tracker_buffer_state * trkbuf); void jar_mod_unload(jar_mod_context_t * modctx); -mulong jar_mod_load_file(jar_mod_context_t * modctx, char* filename); +mulong jar_mod_load_file(jar_mod_context_t * modctx, const char* filename); mulong jar_mod_current_samples(jar_mod_context_t * modctx); mulong jar_mod_max_samples(jar_mod_context_t * modctx); void jar_mod_seek_start(jar_mod_context_t * ctx); @@ -1516,7 +1516,7 @@ void jar_mod_unload( jar_mod_context_t * modctx) -mulong jar_mod_load_file(jar_mod_context_t * modctx, char* filename) +mulong jar_mod_load_file(jar_mod_context_t * modctx, const char* filename) { mulong fsize = 0; if(modctx->modfile) diff --git a/src/external/jar_xm.h b/src/external/jar_xm.h index f9ddb511..7f0517df 100644 --- a/src/external/jar_xm.h +++ b/src/external/jar_xm.h @@ -102,7 +102,7 @@ int jar_xm_create_context_from_file(jar_xm_context_t** ctx, uint32_t rate, const * @deprecated This function is unsafe! * @see jar_xm_create_context_safe() */ -int jar_xm_create_context(jar_xm_context_t**, const char* moddata, uint32_t rate); +int jar_xm_create_context(jar_xm_context_t** ctx, const char* moddata, uint32_t rate); /** Create a XM context. * @@ -114,17 +114,17 @@ int jar_xm_create_context(jar_xm_context_t**, const char* moddata, uint32_t rate * @returns 1 if module data is not sane * @returns 2 if memory allocation failed */ -int jar_xm_create_context_safe(jar_xm_context_t**, const char* moddata, size_t moddata_length, uint32_t rate); +int jar_xm_create_context_safe(jar_xm_context_t** ctx, const char* moddata, size_t moddata_length, uint32_t rate); /** Free a XM context created by jar_xm_create_context(). */ -void jar_xm_free_context(jar_xm_context_t*); +void jar_xm_free_context(jar_xm_context_t* ctx); /** Play the module and put the sound samples in an output buffer. * * @param output buffer of 2*numsamples elements (A left and right value for each sample) * @param numsamples number of samples to generate */ -void jar_xm_generate_samples(jar_xm_context_t*, float* output, size_t numsamples); +void jar_xm_generate_samples(jar_xm_context_t* ctx, float* output, size_t numsamples); /** Play the module, resample from 32 bit to 16 bit, and put the sound samples in an output buffer. * @@ -173,12 +173,12 @@ void jar_xm_generate_samples_8bit(jar_xm_context_t* ctx, char* output, size_t nu * * @param loopcnt maximum number of loops. Use 0 to loop * indefinitely. */ -void jar_xm_set_max_loop_count(jar_xm_context_t*, uint8_t loopcnt); +void jar_xm_set_max_loop_count(jar_xm_context_t* ctx, uint8_t loopcnt); /** Get the loop count of the currently playing module. This value is * 0 when the module is still playing, 1 when the module has looped * once, etc. */ -uint8_t jar_xm_get_loop_count(jar_xm_context_t*); +uint8_t jar_xm_get_loop_count(jar_xm_context_t* ctx); @@ -188,7 +188,7 @@ uint8_t jar_xm_get_loop_count(jar_xm_context_t*); * * @return whether the channel was muted. */ -bool jar_xm_mute_channel(jar_xm_context_t*, uint16_t, bool); +bool jar_xm_mute_channel(jar_xm_context_t* ctx, uint16_t, bool); /** Mute or unmute an instrument. * @@ -197,43 +197,43 @@ bool jar_xm_mute_channel(jar_xm_context_t*, uint16_t, bool); * * @return whether the instrument was muted. */ -bool jar_xm_mute_instrument(jar_xm_context_t*, uint16_t, bool); +bool jar_xm_mute_instrument(jar_xm_context_t* ctx, uint16_t, bool); /** Get the module name as a NUL-terminated string. */ -const char* jar_xm_get_module_name(jar_xm_context_t*); +const char* jar_xm_get_module_name(jar_xm_context_t* ctx); /** Get the tracker name as a NUL-terminated string. */ -const char* jar_xm_get_tracker_name(jar_xm_context_t*); +const char* jar_xm_get_tracker_name(jar_xm_context_t* ctx); /** Get the number of channels. */ -uint16_t jar_xm_get_number_of_channels(jar_xm_context_t*); +uint16_t jar_xm_get_number_of_channels(jar_xm_context_t* ctx); /** Get the module length (in patterns). */ uint16_t jar_xm_get_module_length(jar_xm_context_t*); /** Get the number of patterns. */ -uint16_t jar_xm_get_number_of_patterns(jar_xm_context_t*); +uint16_t jar_xm_get_number_of_patterns(jar_xm_context_t* ctx); /** Get the number of rows of a pattern. * * @note Pattern numbers go from 0 to * jar_xm_get_number_of_patterns(...)-1. */ -uint16_t jar_xm_get_number_of_rows(jar_xm_context_t*, uint16_t); +uint16_t jar_xm_get_number_of_rows(jar_xm_context_t* ctx, uint16_t); /** Get the number of instruments. */ -uint16_t jar_xm_get_number_of_instruments(jar_xm_context_t*); +uint16_t jar_xm_get_number_of_instruments(jar_xm_context_t* ctx); /** Get the number of samples of an instrument. * * @note Instrument numbers go from 1 to * jar_xm_get_number_of_instruments(...). */ -uint16_t jar_xm_get_number_of_samples(jar_xm_context_t*, uint16_t); +uint16_t jar_xm_get_number_of_samples(jar_xm_context_t* ctx, uint16_t); @@ -242,7 +242,7 @@ uint16_t jar_xm_get_number_of_samples(jar_xm_context_t*, uint16_t); * @param bpm will receive the current BPM * @param tempo will receive the current tempo (ticks per line) */ -void jar_xm_get_playing_speed(jar_xm_context_t*, uint16_t* bpm, uint16_t* tempo); +void jar_xm_get_playing_speed(jar_xm_context_t* ctx, uint16_t* bpm, uint16_t* tempo); /** Get the current position in the module being played. * @@ -257,7 +257,7 @@ void jar_xm_get_playing_speed(jar_xm_context_t*, uint16_t* bpm, uint16_t* tempo) * generated samples (divide by sample rate to get seconds of * generated audio) */ -void jar_xm_get_position(jar_xm_context_t*, uint8_t* pattern_index, uint8_t* pattern, uint8_t* row, uint64_t* samples); +void jar_xm_get_position(jar_xm_context_t* ctx, uint8_t* pattern_index, uint8_t* pattern, uint8_t* row, uint64_t* samples); /** Get the latest time (in number of generated samples) when a * particular instrument was triggered in any channel. @@ -265,7 +265,7 @@ void jar_xm_get_position(jar_xm_context_t*, uint8_t* pattern_index, uint8_t* pat * @note Instrument numbers go from 1 to * jar_xm_get_number_of_instruments(...). */ -uint64_t jar_xm_get_latest_trigger_of_instrument(jar_xm_context_t*, uint16_t); +uint64_t jar_xm_get_latest_trigger_of_instrument(jar_xm_context_t* ctx, uint16_t); /** Get the latest time (in number of generated samples) when a * particular sample was triggered in any channel. @@ -276,21 +276,21 @@ uint64_t jar_xm_get_latest_trigger_of_instrument(jar_xm_context_t*, uint16_t); * @note Sample numbers go from 0 to * jar_xm_get_nubmer_of_samples(...,instr)-1. */ -uint64_t jar_xm_get_latest_trigger_of_sample(jar_xm_context_t*, uint16_t instr, uint16_t sample); +uint64_t jar_xm_get_latest_trigger_of_sample(jar_xm_context_t* ctx, uint16_t instr, uint16_t sample); /** Get the latest time (in number of generated samples) when any * instrument was triggered in a given channel. * * @note Channel numbers go from 1 to jar_xm_get_number_of_channels(...). */ -uint64_t jar_xm_get_latest_trigger_of_channel(jar_xm_context_t*, uint16_t); +uint64_t jar_xm_get_latest_trigger_of_channel(jar_xm_context_t* ctx, uint16_t); /** Get the number of remaining samples. Divide by 2 to get the number of individual LR data samples. * * @note This is the remaining number of samples before the loop starts module again, or halts if on last pass. * @note This function is very slow and should only be run once, if at all. */ -uint64_t jar_xm_get_remaining_samples(jar_xm_context_t*); +uint64_t jar_xm_get_remaining_samples(jar_xm_context_t* ctx); #ifdef __cplusplus } @@ -308,7 +308,7 @@ uint64_t jar_xm_get_remaining_samples(jar_xm_context_t*); #include #include -#if JAR_XM_DEBUG +#ifdef JAR_XM_DEBUG #include #define DEBUG(fmt, ...) do { \ fprintf(stderr, "%s(): " fmt "\n", __func__, __VA_ARGS__); \ @@ -638,7 +638,7 @@ int jar_xm_create_context_safe(jar_xm_context_t** ctxp, const char* moddata, siz /* Initialize most of the fields to 0, 0.f, NULL or false depending on type */ memset(mempool, 0, bytes_needed); - ctx = (*ctxp = (jar_xm_context_t*)mempool); + ctx = (*ctxp = (jar_xm_context_t *)mempool); ctx->allocated_memory = mempool; /* Keep original pointer for free() */ mempool += sizeof(jar_xm_context_t); @@ -685,20 +685,18 @@ int jar_xm_create_context_safe(jar_xm_context_t** ctxp, const char* moddata, siz return 0; } -void jar_xm_free_context(jar_xm_context_t* context) { - free(context->allocated_memory); +void jar_xm_free_context(jar_xm_context_t* ctx) { + free(ctx->allocated_memory); } -void jar_xm_set_max_loop_count(jar_xm_context_t* context, uint8_t loopcnt) { - context->max_loop_count = loopcnt; +void jar_xm_set_max_loop_count(jar_xm_context_t* ctx, uint8_t loopcnt) { + ctx->max_loop_count = loopcnt; } -uint8_t jar_xm_get_loop_count(jar_xm_context_t* context) { - return context->loop_count; +uint8_t jar_xm_get_loop_count(jar_xm_context_t* ctx) { + return ctx->loop_count; } - - bool jar_xm_mute_channel(jar_xm_context_t* ctx, uint16_t channel, bool mute) { bool old = ctx->channels[channel - 1].muted; ctx->channels[channel - 1].muted = mute; @@ -1435,7 +1433,7 @@ static void jar_xm_volume_slide(jar_xm_channel_context_t* ch, uint8_t rawval) { } } -static float jar_xm_envelope_lerp(jar_xm_envelope_point_t* restrict a, jar_xm_envelope_point_t* restrict b, uint16_t pos) { +static float jar_xm_envelope_lerp(jar_xm_envelope_point_t* a, jar_xm_envelope_point_t* b, uint16_t pos) { /* Linear interpolation between two envelope points */ if(pos <= a->frame) return a->value; else if(pos >= b->frame) return b->value; diff --git a/src/external/lua/include/lauxlib.h b/src/external/lua/include/lauxlib.h new file mode 100644 index 00000000..ddb7c228 --- /dev/null +++ b/src/external/lua/include/lauxlib.h @@ -0,0 +1,256 @@ +/* +** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $ +** Auxiliary functions for building Lua libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lauxlib_h +#define lauxlib_h + + +#include +#include + +#include "lua.h" + + + +/* extra error code for 'luaL_load' */ +#define LUA_ERRFILE (LUA_ERRERR+1) + + +typedef struct luaL_Reg { + const char *name; + lua_CFunction func; +} luaL_Reg; + + +#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number)) + +LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz); +#define luaL_checkversion(L) \ + luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES) + +LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e); +LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e); +LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len); +LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg); +LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg, + size_t *l); +LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg, + const char *def, size_t *l); +LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg); +LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def); + +LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg); +LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg, + lua_Integer def); + +LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg); +LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t); +LUALIB_API void (luaL_checkany) (lua_State *L, int arg); + +LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname); +LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname); +LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname); +LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname); + +LUALIB_API void (luaL_where) (lua_State *L, int lvl); +LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...); + +LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def, + const char *const lst[]); + +LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname); +LUALIB_API int (luaL_execresult) (lua_State *L, int stat); + +/* predefined references */ +#define LUA_NOREF (-2) +#define LUA_REFNIL (-1) + +LUALIB_API int (luaL_ref) (lua_State *L, int t); +LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref); + +LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename, + const char *mode); + +#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL) + +LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz, + const char *name, const char *mode); +LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s); + +LUALIB_API lua_State *(luaL_newstate) (void); + +LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx); + +LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p, + const char *r); + +LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup); + +LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname); + +LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1, + const char *msg, int level); + +LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname, + lua_CFunction openf, int glb); + +/* +** =============================================================== +** some useful macros +** =============================================================== +*/ + + +#define luaL_newlibtable(L,l) \ + lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1) + +#define luaL_newlib(L,l) \ + (luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0)) + +#define luaL_argcheck(L, cond,arg,extramsg) \ + ((void)((cond) || luaL_argerror(L, (arg), (extramsg)))) +#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL)) +#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL)) + +#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i))) + +#define luaL_dofile(L, fn) \ + (luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_dostring(L, s) \ + (luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n))) + +#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n))) + +#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL) + + +/* +** {====================================================== +** Generic Buffer manipulation +** ======================================================= +*/ + +typedef struct luaL_Buffer { + char *b; /* buffer address */ + size_t size; /* buffer size */ + size_t n; /* number of characters in buffer */ + lua_State *L; + char initb[LUAL_BUFFERSIZE]; /* initial buffer */ +} luaL_Buffer; + + +#define luaL_addchar(B,c) \ + ((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \ + ((B)->b[(B)->n++] = (c))) + +#define luaL_addsize(B,s) ((B)->n += (s)) + +LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B); +LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz); +LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l); +LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s); +LUALIB_API void (luaL_addvalue) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresult) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz); +LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz); + +#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE) + +/* }====================================================== */ + + + +/* +** {====================================================== +** File handles for IO library +** ======================================================= +*/ + +/* +** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and +** initial structure 'luaL_Stream' (it may contain other fields +** after that initial structure). +*/ + +#define LUA_FILEHANDLE "FILE*" + + +typedef struct luaL_Stream { + FILE *f; /* stream (NULL for incompletely created streams) */ + lua_CFunction closef; /* to close stream (NULL for closed streams) */ +} luaL_Stream; + +/* }====================================================== */ + + + +/* compatibility with old module system */ +#if defined(LUA_COMPAT_MODULE) + +LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname, + int sizehint); +LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname, + const luaL_Reg *l, int nup); + +#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0)) + +#endif + + +/* +** {================================================================== +** "Abstraction Layer" for basic report of messages and errors +** =================================================================== +*/ + +/* print a string */ +#if !defined(lua_writestring) +#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout) +#endif + +/* print a newline and flush the output */ +#if !defined(lua_writeline) +#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout)) +#endif + +/* print an error message */ +#if !defined(lua_writestringerror) +#define lua_writestringerror(s,p) \ + (fprintf(stderr, (s), (p)), fflush(stderr)) +#endif + +/* }================================================================== */ + + +/* +** {============================================================ +** Compatibility with deprecated conversions +** ============================================================= +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a)) +#define luaL_optunsigned(L,a,d) \ + ((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d))) + +#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n))) +#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d))) + +#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n))) +#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d))) + +#endif +/* }============================================================ */ + + + +#endif + + diff --git a/src/external/lua/include/lua.h b/src/external/lua/include/lua.h new file mode 100644 index 00000000..f78899fc --- /dev/null +++ b/src/external/lua/include/lua.h @@ -0,0 +1,486 @@ +/* +** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $ +** Lua - A Scripting Language +** Lua.org, PUC-Rio, Brazil (http://www.lua.org) +** See Copyright Notice at the end of this file +*/ + + +#ifndef lua_h +#define lua_h + +#include +#include + + +#include "luaconf.h" + + +#define LUA_VERSION_MAJOR "5" +#define LUA_VERSION_MINOR "3" +#define LUA_VERSION_NUM 503 +#define LUA_VERSION_RELEASE "3" + +#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE +#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio" +#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes" + + +/* mark for precompiled code ('Lua') */ +#define LUA_SIGNATURE "\x1bLua" + +/* option for multiple returns in 'lua_pcall' and 'lua_call' */ +#define LUA_MULTRET (-1) + + +/* +** Pseudo-indices +** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty +** space after that to help overflow detection) +*/ +#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000) +#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i)) + + +/* thread status */ +#define LUA_OK 0 +#define LUA_YIELD 1 +#define LUA_ERRRUN 2 +#define LUA_ERRSYNTAX 3 +#define LUA_ERRMEM 4 +#define LUA_ERRGCMM 5 +#define LUA_ERRERR 6 + + +typedef struct lua_State lua_State; + + +/* +** basic types +*/ +#define LUA_TNONE (-1) + +#define LUA_TNIL 0 +#define LUA_TBOOLEAN 1 +#define LUA_TLIGHTUSERDATA 2 +#define LUA_TNUMBER 3 +#define LUA_TSTRING 4 +#define LUA_TTABLE 5 +#define LUA_TFUNCTION 6 +#define LUA_TUSERDATA 7 +#define LUA_TTHREAD 8 + +#define LUA_NUMTAGS 9 + + + +/* minimum Lua stack available to a C function */ +#define LUA_MINSTACK 20 + + +/* predefined values in the registry */ +#define LUA_RIDX_MAINTHREAD 1 +#define LUA_RIDX_GLOBALS 2 +#define LUA_RIDX_LAST LUA_RIDX_GLOBALS + + +/* type of numbers in Lua */ +typedef LUA_NUMBER lua_Number; + + +/* type for integer functions */ +typedef LUA_INTEGER lua_Integer; + +/* unsigned integer type */ +typedef LUA_UNSIGNED lua_Unsigned; + +/* type for continuation-function contexts */ +typedef LUA_KCONTEXT lua_KContext; + + +/* +** Type for C functions registered with Lua +*/ +typedef int (*lua_CFunction) (lua_State *L); + +/* +** Type for continuation functions +*/ +typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx); + + +/* +** Type for functions that read/write blocks when loading/dumping Lua chunks +*/ +typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz); + +typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud); + + +/* +** Type for memory-allocation functions +*/ +typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize); + + + +/* +** generic extra include file +*/ +#if defined(LUA_USER_H) +#include LUA_USER_H +#endif + + +/* +** RCS ident string +*/ +extern const char lua_ident[]; + + +/* +** state manipulation +*/ +LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud); +LUA_API void (lua_close) (lua_State *L); +LUA_API lua_State *(lua_newthread) (lua_State *L); + +LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf); + + +LUA_API const lua_Number *(lua_version) (lua_State *L); + + +/* +** basic stack manipulation +*/ +LUA_API int (lua_absindex) (lua_State *L, int idx); +LUA_API int (lua_gettop) (lua_State *L); +LUA_API void (lua_settop) (lua_State *L, int idx); +LUA_API void (lua_pushvalue) (lua_State *L, int idx); +LUA_API void (lua_rotate) (lua_State *L, int idx, int n); +LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx); +LUA_API int (lua_checkstack) (lua_State *L, int n); + +LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n); + + +/* +** access functions (stack -> C) +*/ + +LUA_API int (lua_isnumber) (lua_State *L, int idx); +LUA_API int (lua_isstring) (lua_State *L, int idx); +LUA_API int (lua_iscfunction) (lua_State *L, int idx); +LUA_API int (lua_isinteger) (lua_State *L, int idx); +LUA_API int (lua_isuserdata) (lua_State *L, int idx); +LUA_API int (lua_type) (lua_State *L, int idx); +LUA_API const char *(lua_typename) (lua_State *L, int tp); + +LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum); +LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum); +LUA_API int (lua_toboolean) (lua_State *L, int idx); +LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len); +LUA_API size_t (lua_rawlen) (lua_State *L, int idx); +LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx); +LUA_API void *(lua_touserdata) (lua_State *L, int idx); +LUA_API lua_State *(lua_tothread) (lua_State *L, int idx); +LUA_API const void *(lua_topointer) (lua_State *L, int idx); + + +/* +** Comparison and arithmetic functions +*/ + +#define LUA_OPADD 0 /* ORDER TM, ORDER OP */ +#define LUA_OPSUB 1 +#define LUA_OPMUL 2 +#define LUA_OPMOD 3 +#define LUA_OPPOW 4 +#define LUA_OPDIV 5 +#define LUA_OPIDIV 6 +#define LUA_OPBAND 7 +#define LUA_OPBOR 8 +#define LUA_OPBXOR 9 +#define LUA_OPSHL 10 +#define LUA_OPSHR 11 +#define LUA_OPUNM 12 +#define LUA_OPBNOT 13 + +LUA_API void (lua_arith) (lua_State *L, int op); + +#define LUA_OPEQ 0 +#define LUA_OPLT 1 +#define LUA_OPLE 2 + +LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2); +LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op); + + +/* +** push functions (C -> stack) +*/ +LUA_API void (lua_pushnil) (lua_State *L); +LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n); +LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n); +LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len); +LUA_API const char *(lua_pushstring) (lua_State *L, const char *s); +LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt, + va_list argp); +LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...); +LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n); +LUA_API void (lua_pushboolean) (lua_State *L, int b); +LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p); +LUA_API int (lua_pushthread) (lua_State *L); + + +/* +** get functions (Lua -> stack) +*/ +LUA_API int (lua_getglobal) (lua_State *L, const char *name); +LUA_API int (lua_gettable) (lua_State *L, int idx); +LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k); +LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawget) (lua_State *L, int idx); +LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p); + +LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec); +LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz); +LUA_API int (lua_getmetatable) (lua_State *L, int objindex); +LUA_API int (lua_getuservalue) (lua_State *L, int idx); + + +/* +** set functions (stack -> Lua) +*/ +LUA_API void (lua_setglobal) (lua_State *L, const char *name); +LUA_API void (lua_settable) (lua_State *L, int idx); +LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k); +LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawset) (lua_State *L, int idx); +LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p); +LUA_API int (lua_setmetatable) (lua_State *L, int objindex); +LUA_API void (lua_setuservalue) (lua_State *L, int idx); + + +/* +** 'load' and 'call' functions (load and run Lua code) +*/ +LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults, + lua_KContext ctx, lua_KFunction k); +#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL) + +LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc, + lua_KContext ctx, lua_KFunction k); +#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL) + +LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt, + const char *chunkname, const char *mode); + +LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip); + + +/* +** coroutine functions +*/ +LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx, + lua_KFunction k); +LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg); +LUA_API int (lua_status) (lua_State *L); +LUA_API int (lua_isyieldable) (lua_State *L); + +#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL) + + +/* +** garbage-collection function and options +*/ + +#define LUA_GCSTOP 0 +#define LUA_GCRESTART 1 +#define LUA_GCCOLLECT 2 +#define LUA_GCCOUNT 3 +#define LUA_GCCOUNTB 4 +#define LUA_GCSTEP 5 +#define LUA_GCSETPAUSE 6 +#define LUA_GCSETSTEPMUL 7 +#define LUA_GCISRUNNING 9 + +LUA_API int (lua_gc) (lua_State *L, int what, int data); + + +/* +** miscellaneous functions +*/ + +LUA_API int (lua_error) (lua_State *L); + +LUA_API int (lua_next) (lua_State *L, int idx); + +LUA_API void (lua_concat) (lua_State *L, int n); +LUA_API void (lua_len) (lua_State *L, int idx); + +LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s); + +LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud); +LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud); + + + +/* +** {============================================================== +** some useful macros +** =============================================================== +*/ + +#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE)) + +#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL) +#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL) + +#define lua_pop(L,n) lua_settop(L, -(n)-1) + +#define lua_newtable(L) lua_createtable(L, 0, 0) + +#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n))) + +#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0) + +#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION) +#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE) +#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA) +#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL) +#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN) +#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD) +#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE) +#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0) + +#define lua_pushliteral(L, s) lua_pushstring(L, "" s) + +#define lua_pushglobaltable(L) \ + ((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS)) + +#define lua_tostring(L,i) lua_tolstring(L, (i), NULL) + + +#define lua_insert(L,idx) lua_rotate(L, (idx), 1) + +#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1)) + +#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1)) + +/* }============================================================== */ + + +/* +** {============================================================== +** compatibility macros for unsigned conversions +** =============================================================== +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n)) +#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is)) +#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL) + +#endif +/* }============================================================== */ + +/* +** {====================================================================== +** Debug API +** ======================================================================= +*/ + + +/* +** Event codes +*/ +#define LUA_HOOKCALL 0 +#define LUA_HOOKRET 1 +#define LUA_HOOKLINE 2 +#define LUA_HOOKCOUNT 3 +#define LUA_HOOKTAILCALL 4 + + +/* +** Event masks +*/ +#define LUA_MASKCALL (1 << LUA_HOOKCALL) +#define LUA_MASKRET (1 << LUA_HOOKRET) +#define LUA_MASKLINE (1 << LUA_HOOKLINE) +#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT) + +typedef struct lua_Debug lua_Debug; /* activation record */ + + +/* Functions to be called by the debugger in specific events */ +typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar); + + +LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar); +LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar); +LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n); +LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n); + +LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n); +LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1, + int fidx2, int n2); + +LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count); +LUA_API lua_Hook (lua_gethook) (lua_State *L); +LUA_API int (lua_gethookmask) (lua_State *L); +LUA_API int (lua_gethookcount) (lua_State *L); + + +struct lua_Debug { + int event; + const char *name; /* (n) */ + const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */ + const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */ + const char *source; /* (S) */ + int currentline; /* (l) */ + int linedefined; /* (S) */ + int lastlinedefined; /* (S) */ + unsigned char nups; /* (u) number of upvalues */ + unsigned char nparams;/* (u) number of parameters */ + char isvararg; /* (u) */ + char istailcall; /* (t) */ + char short_src[LUA_IDSIZE]; /* (S) */ + /* private part */ + struct CallInfo *i_ci; /* active function */ +}; + +/* }====================================================================== */ + + +/****************************************************************************** +* Copyright (C) 1994-2016 Lua.org, PUC-Rio. +* +* Permission is hereby granted, free of charge, to any person obtaining +* a copy of this software and associated documentation files (the +* "Software"), to deal in the Software without restriction, including +* without limitation the rights to use, copy, modify, merge, publish, +* distribute, sublicense, and/or sell copies of the Software, and to +* permit persons to whom the Software is furnished to do so, subject to +* the following conditions: +* +* The above copyright notice and this permission notice shall be +* included in all copies or substantial portions of the Software. +* +* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +******************************************************************************/ + + +#endif diff --git a/src/external/lua/include/lua.hpp b/src/external/lua/include/lua.hpp new file mode 100644 index 00000000..ec417f59 --- /dev/null +++ b/src/external/lua/include/lua.hpp @@ -0,0 +1,9 @@ +// lua.hpp +// Lua header files for C++ +// <> not supplied automatically because Lua also compiles as C++ + +extern "C" { +#include "lua.h" +#include "lualib.h" +#include "lauxlib.h" +} diff --git a/src/external/lua/include/luaconf.h b/src/external/lua/include/luaconf.h new file mode 100644 index 00000000..867e9cb1 --- /dev/null +++ b/src/external/lua/include/luaconf.h @@ -0,0 +1,769 @@ +/* +** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $ +** Configuration file for Lua +** See Copyright Notice in lua.h +*/ + + +#ifndef luaconf_h +#define luaconf_h + +#include +#include + + +/* +** =================================================================== +** Search for "@@" to find all configurable definitions. +** =================================================================== +*/ + + +/* +** {==================================================================== +** System Configuration: macros to adapt (if needed) Lua to some +** particular platform, for instance compiling it with 32-bit numbers or +** restricting it to C89. +** ===================================================================== +*/ + +/* +@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You +** can also define LUA_32BITS in the make file, but changing here you +** ensure that all software connected to Lua will be compiled with the +** same configuration. +*/ +/* #define LUA_32BITS */ + + +/* +@@ LUA_USE_C89 controls the use of non-ISO-C89 features. +** Define it if you want Lua to avoid the use of a few C99 features +** or Windows-specific features on Windows. +*/ +/* #define LUA_USE_C89 */ + + +/* +** By default, Lua on Windows use (some) specific Windows features +*/ +#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE) +#define LUA_USE_WINDOWS /* enable goodies for regular Windows */ +#endif + + +#if defined(LUA_USE_WINDOWS) +#define LUA_DL_DLL /* enable support for DLL */ +#define LUA_USE_C89 /* broadly, Windows is C89 */ +#endif + + +#if defined(LUA_USE_LINUX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* needs an extra library: -ldl */ +#define LUA_USE_READLINE /* needs some extra libraries */ +#endif + + +#if defined(LUA_USE_MACOSX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* MacOS does not need -ldl */ +#define LUA_USE_READLINE /* needs an extra library: -lreadline */ +#endif + + +/* +@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for +** C89 ('long' and 'double'); Windows always has '__int64', so it does +** not need to use this case. +*/ +#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS) +#define LUA_C89_NUMBERS +#endif + + + +/* +@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'. +*/ +/* avoid undefined shifts */ +#if ((INT_MAX >> 15) >> 15) >= 1 +#define LUAI_BITSINT 32 +#else +/* 'int' always must have at least 16 bits */ +#define LUAI_BITSINT 16 +#endif + + +/* +@@ LUA_INT_TYPE defines the type for Lua integers. +@@ LUA_FLOAT_TYPE defines the type for Lua floats. +** Lua should work fine with any mix of these options (if supported +** by your C compiler). The usual configurations are 64-bit integers +** and 'double' (the default), 32-bit integers and 'float' (for +** restricted platforms), and 'long'/'double' (for C compilers not +** compliant with C99, which may not have support for 'long long'). +*/ + +/* predefined options for LUA_INT_TYPE */ +#define LUA_INT_INT 1 +#define LUA_INT_LONG 2 +#define LUA_INT_LONGLONG 3 + +/* predefined options for LUA_FLOAT_TYPE */ +#define LUA_FLOAT_FLOAT 1 +#define LUA_FLOAT_DOUBLE 2 +#define LUA_FLOAT_LONGDOUBLE 3 + +#if defined(LUA_32BITS) /* { */ +/* +** 32-bit integers and 'float' +*/ +#if LUAI_BITSINT >= 32 /* use 'int' if big enough */ +#define LUA_INT_TYPE LUA_INT_INT +#else /* otherwise use 'long' */ +#define LUA_INT_TYPE LUA_INT_LONG +#endif +#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT + +#elif defined(LUA_C89_NUMBERS) /* }{ */ +/* +** largest types available for C89 ('long' and 'double') +*/ +#define LUA_INT_TYPE LUA_INT_LONG +#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE + +#endif /* } */ + + +/* +** default configuration for 64-bit Lua ('long long' and 'double') +*/ +#if !defined(LUA_INT_TYPE) +#define LUA_INT_TYPE LUA_INT_LONGLONG +#endif + +#if !defined(LUA_FLOAT_TYPE) +#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE +#endif + +/* }================================================================== */ + + + + +/* +** {================================================================== +** Configuration for Paths. +** =================================================================== +*/ + +/* +@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for +** Lua libraries. +@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for +** C libraries. +** CHANGE them if your machine has a non-conventional directory +** hierarchy or if you want to install your libraries in +** non-conventional directories. +*/ +#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#if defined(_WIN32) /* { */ +/* +** In Windows, any exclamation mark ('!') in the path is replaced by the +** path of the directory of the executable file of the current process. +*/ +#define LUA_LDIR "!\\lua\\" +#define LUA_CDIR "!\\" +#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\" +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \ + LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \ + ".\\?.lua;" ".\\?\\init.lua" +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.dll;" \ + LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \ + LUA_CDIR"loadall.dll;" ".\\?.dll;" \ + LUA_CDIR"?53.dll;" ".\\?53.dll" + +#else /* }{ */ + +#define LUA_ROOT "/usr/local/" +#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/" +#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/" +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \ + "./?.lua;" "./?/init.lua" +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \ + LUA_CDIR"lib?53.so;" "./lib?53.so" +#endif /* } */ + + +/* +@@ LUA_DIRSEP is the directory separator (for submodules). +** CHANGE it if your machine does not use "/" as the directory separator +** and is not Windows. (On Windows Lua automatically uses "\".) +*/ +#if defined(_WIN32) +#define LUA_DIRSEP "\\" +#else +#define LUA_DIRSEP "/" +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Marks for exported symbols in the C code +** =================================================================== +*/ + +/* +@@ LUA_API is a mark for all core API functions. +@@ LUALIB_API is a mark for all auxiliary library functions. +@@ LUAMOD_API is a mark for all standard library opening functions. +** CHANGE them if you need to define those functions in some special way. +** For instance, if you want to create one Windows DLL with the core and +** the libraries, you may want to use the following definition (define +** LUA_BUILD_AS_DLL to get it). +*/ +#if defined(LUA_BUILD_AS_DLL) /* { */ + +#if defined(LUA_CORE) || defined(LUA_LIB) /* { */ +#define LUA_API __declspec(dllexport) +#else /* }{ */ +#define LUA_API __declspec(dllimport) +#endif /* } */ + +#else /* }{ */ + +#define LUA_API extern + +#endif /* } */ + + +/* more often than not the libs go together with the core */ +#define LUALIB_API LUA_API +#define LUAMOD_API LUALIB_API + + +/* +@@ LUAI_FUNC is a mark for all extern functions that are not to be +** exported to outside modules. +@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables +** that are not to be exported to outside modules (LUAI_DDEF for +** definitions and LUAI_DDEC for declarations). +** CHANGE them if you need to mark them in some special way. Elf/gcc +** (versions 3.2 and later) mark them as "hidden" to optimize access +** when Lua is compiled as a shared library. Not all elf targets support +** this attribute. Unfortunately, gcc does not offer a way to check +** whether the target offers that support, and those without support +** give a warning about it. To avoid these warnings, change to the +** default definition. +*/ +#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \ + defined(__ELF__) /* { */ +#define LUAI_FUNC __attribute__((visibility("hidden"))) extern +#else /* }{ */ +#define LUAI_FUNC extern +#endif /* } */ + +#define LUAI_DDEC LUAI_FUNC +#define LUAI_DDEF /* empty */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Compatibility with previous versions +** =================================================================== +*/ + +/* +@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2. +@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1. +** You can define it to get all options, or change specific options +** to fit your specific needs. +*/ +#if defined(LUA_COMPAT_5_2) /* { */ + +/* +@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated +** functions in the mathematical library. +*/ +#define LUA_COMPAT_MATHLIB + +/* +@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'. +*/ +#define LUA_COMPAT_BITLIB + +/* +@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod. +*/ +#define LUA_COMPAT_IPAIRS + +/* +@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for +** manipulating other integer types (lua_pushunsigned, lua_tounsigned, +** luaL_checkint, luaL_checklong, etc.) +*/ +#define LUA_COMPAT_APIINTCASTS + +#endif /* } */ + + +#if defined(LUA_COMPAT_5_1) /* { */ + +/* Incompatibilities from 5.2 -> 5.3 */ +#define LUA_COMPAT_MATHLIB +#define LUA_COMPAT_APIINTCASTS + +/* +@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'. +** You can replace it with 'table.unpack'. +*/ +#define LUA_COMPAT_UNPACK + +/* +@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'. +** You can replace it with 'package.searchers'. +*/ +#define LUA_COMPAT_LOADERS + +/* +@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall. +** You can call your C function directly (with light C functions). +*/ +#define lua_cpcall(L,f,u) \ + (lua_pushcfunction(L, (f)), \ + lua_pushlightuserdata(L,(u)), \ + lua_pcall(L,1,0,0)) + + +/* +@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library. +** You can rewrite 'log10(x)' as 'log(x, 10)'. +*/ +#define LUA_COMPAT_LOG10 + +/* +@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base +** library. You can rewrite 'loadstring(s)' as 'load(s)'. +*/ +#define LUA_COMPAT_LOADSTRING + +/* +@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library. +*/ +#define LUA_COMPAT_MAXN + +/* +@@ The following macros supply trivial compatibility for some +** changes in the API. The macros themselves document how to +** change your code to avoid using them. +*/ +#define lua_strlen(L,i) lua_rawlen(L, (i)) + +#define lua_objlen(L,i) lua_rawlen(L, (i)) + +#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ) +#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT) + +/* +@@ LUA_COMPAT_MODULE controls compatibility with previous +** module functions 'module' (Lua) and 'luaL_register' (C). +*/ +#define LUA_COMPAT_MODULE + +#endif /* } */ + + +/* +@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a +@@ a float mark ('.0'). +** This macro is not on by default even in compatibility mode, +** because this is not really an incompatibility. +*/ +/* #define LUA_COMPAT_FLOATSTRING */ + +/* }================================================================== */ + + + +/* +** {================================================================== +** Configuration for Numbers. +** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_* +** satisfy your needs. +** =================================================================== +*/ + +/* +@@ LUA_NUMBER is the floating-point type used by Lua. +@@ LUAI_UACNUMBER is the result of an 'usual argument conversion' +@@ over a floating number. +@@ l_mathlim(x) corrects limit name 'x' to the proper float type +** by prefixing it with one of FLT/DBL/LDBL. +@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats. +@@ LUA_NUMBER_FMT is the format for writing floats. +@@ lua_number2str converts a float to a string. +@@ l_mathop allows the addition of an 'l' or 'f' to all math operations. +@@ l_floor takes the floor of a float. +@@ lua_str2number converts a decimal numeric string to a number. +*/ + + +/* The following definitions are good for most cases here */ + +#define l_floor(x) (l_mathop(floor)(x)) + +#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n)) + +/* +@@ lua_numbertointeger converts a float number to an integer, or +** returns 0 if float is not within the range of a lua_Integer. +** (The range comparisons are tricky because of rounding. The tests +** here assume a two-complement representation, where MININTEGER always +** has an exact representation as a float; MAXINTEGER may not have one, +** and therefore its conversion to float may have an ill-defined value.) +*/ +#define lua_numbertointeger(n,p) \ + ((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \ + (n) < -(LUA_NUMBER)(LUA_MININTEGER) && \ + (*(p) = (LUA_INTEGER)(n), 1)) + + +/* now the variable definitions */ + +#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */ + +#define LUA_NUMBER float + +#define l_mathlim(n) (FLT_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.7g" + +#define l_mathop(op) op##f + +#define lua_str2number(s,p) strtof((s), (p)) + + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */ + +#define LUA_NUMBER long double + +#define l_mathlim(n) (LDBL_##n) + +#define LUAI_UACNUMBER long double + +#define LUA_NUMBER_FRMLEN "L" +#define LUA_NUMBER_FMT "%.19Lg" + +#define l_mathop(op) op##l + +#define lua_str2number(s,p) strtold((s), (p)) + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */ + +#define LUA_NUMBER double + +#define l_mathlim(n) (DBL_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.14g" + +#define l_mathop(op) op + +#define lua_str2number(s,p) strtod((s), (p)) + +#else /* }{ */ + +#error "numeric float type not defined" + +#endif /* } */ + + + +/* +@@ LUA_INTEGER is the integer type used by Lua. +** +@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER. +** +@@ LUAI_UACINT is the result of an 'usual argument conversion' +@@ over a lUA_INTEGER. +@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers. +@@ LUA_INTEGER_FMT is the format for writing integers. +@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER. +@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER. +@@ lua_integer2str converts an integer to a string. +*/ + + +/* The following definitions are good for most cases here */ + +#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d" +#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n)) + +#define LUAI_UACINT LUA_INTEGER + +/* +** use LUAI_UACINT here to avoid problems with promotions (which +** can turn a comparison between unsigneds into a signed comparison) +*/ +#define LUA_UNSIGNED unsigned LUAI_UACINT + + +/* now the variable definitions */ + +#if LUA_INT_TYPE == LUA_INT_INT /* { int */ + +#define LUA_INTEGER int +#define LUA_INTEGER_FRMLEN "" + +#define LUA_MAXINTEGER INT_MAX +#define LUA_MININTEGER INT_MIN + +#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */ + +#define LUA_INTEGER long +#define LUA_INTEGER_FRMLEN "l" + +#define LUA_MAXINTEGER LONG_MAX +#define LUA_MININTEGER LONG_MIN + +#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */ + +/* use presence of macro LLONG_MAX as proxy for C99 compliance */ +#if defined(LLONG_MAX) /* { */ +/* use ISO C99 stuff */ + +#define LUA_INTEGER long long +#define LUA_INTEGER_FRMLEN "ll" + +#define LUA_MAXINTEGER LLONG_MAX +#define LUA_MININTEGER LLONG_MIN + +#elif defined(LUA_USE_WINDOWS) /* }{ */ +/* in Windows, can use specific Windows types */ + +#define LUA_INTEGER __int64 +#define LUA_INTEGER_FRMLEN "I64" + +#define LUA_MAXINTEGER _I64_MAX +#define LUA_MININTEGER _I64_MIN + +#else /* }{ */ + +#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \ + or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)" + +#endif /* } */ + +#else /* }{ */ + +#error "numeric integer type not defined" + +#endif /* } */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Dependencies with C99 and other C details +** =================================================================== +*/ + +/* +@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89. +** (All uses in Lua have only one format item.) +*/ +#if !defined(LUA_USE_C89) +#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i) +#else +#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i)) +#endif + + +/* +@@ lua_strx2number converts an hexadecimal numeric string to a number. +** In C99, 'strtod' does that conversion. Otherwise, you can +** leave 'lua_strx2number' undefined and Lua will provide its own +** implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_strx2number(s,p) lua_str2number(s,p) +#endif + + +/* +@@ lua_number2strx converts a float to an hexadecimal numeric string. +** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that. +** Otherwise, you can leave 'lua_number2strx' undefined and Lua will +** provide its own implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n)) +#endif + + +/* +** 'strtof' and 'opf' variants for math functions are not valid in +** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the +** availability of these variants. ('math.h' is already included in +** all files that use these macros.) +*/ +#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF)) +#undef l_mathop /* variants not available */ +#undef lua_str2number +#define l_mathop(op) (lua_Number)op /* no variant */ +#define lua_str2number(s,p) ((lua_Number)strtod((s), (p))) +#endif + + +/* +@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation +** functions. It must be a numerical type; Lua will use 'intptr_t' if +** available, otherwise it will use 'ptrdiff_t' (the nearest thing to +** 'intptr_t' in C89) +*/ +#define LUA_KCONTEXT ptrdiff_t + +#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \ + __STDC_VERSION__ >= 199901L +#include +#if defined(INTPTR_MAX) /* even in C99 this type is optional */ +#undef LUA_KCONTEXT +#define LUA_KCONTEXT intptr_t +#endif +#endif + + +/* +@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point). +** Change that if you do not want to use C locales. (Code using this +** macro must include header 'locale.h'.) +*/ +#if !defined(lua_getlocaledecpoint) +#define lua_getlocaledecpoint() (localeconv()->decimal_point[0]) +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Language Variations +** ===================================================================== +*/ + +/* +@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some +** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from +** numbers to strings. Define LUA_NOCVTS2N to turn off automatic +** coercion from strings to numbers. +*/ +/* #define LUA_NOCVTN2S */ +/* #define LUA_NOCVTS2N */ + + +/* +@@ LUA_USE_APICHECK turns on several consistency checks on the C API. +** Define it as a help when debugging C code. +*/ +#if defined(LUA_USE_APICHECK) +#include +#define luai_apicheck(l,e) assert(e) +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Macros that affect the API and must be stable (that is, must be the +** same when you compile Lua and when you compile code that links to +** Lua). You probably do not want/need to change them. +** ===================================================================== +*/ + +/* +@@ LUAI_MAXSTACK limits the size of the Lua stack. +** CHANGE it if you need a different limit. This limit is arbitrary; +** its only purpose is to stop Lua from consuming unlimited stack +** space (and to reserve some numbers for pseudo-indices). +*/ +#if LUAI_BITSINT >= 32 +#define LUAI_MAXSTACK 1000000 +#else +#define LUAI_MAXSTACK 15000 +#endif + + +/* +@@ LUA_EXTRASPACE defines the size of a raw memory area associated with +** a Lua state with very fast access. +** CHANGE it if you need a different size. +*/ +#define LUA_EXTRASPACE (sizeof(void *)) + + +/* +@@ LUA_IDSIZE gives the maximum size for the description of the source +@@ of a function in debug information. +** CHANGE it if you want a different size. +*/ +#define LUA_IDSIZE 60 + + +/* +@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system. +** CHANGE it if it uses too much C-stack space. (For long double, +** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a +** smaller buffer would force a memory allocation for each call to +** 'string.format'.) +*/ +#if defined(LUA_FLOAT_LONGDOUBLE) +#define LUAL_BUFFERSIZE 8192 +#else +#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer))) +#endif + +/* }================================================================== */ + + +/* +@@ LUA_QL describes how error messages quote program elements. +** Lua does not use these macros anymore; they are here for +** compatibility only. +*/ +#define LUA_QL(x) "'" x "'" +#define LUA_QS LUA_QL("%s") + + + + +/* =================================================================== */ + +/* +** Local configuration. You can use this space to add your redefinitions +** without modifying the main part of the file. +*/ + + + + + +#endif + diff --git a/src/external/lua/include/lualib.h b/src/external/lua/include/lualib.h new file mode 100644 index 00000000..5165c0fb --- /dev/null +++ b/src/external/lua/include/lualib.h @@ -0,0 +1,58 @@ +/* +** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $ +** Lua standard libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lualib_h +#define lualib_h + +#include "lua.h" + + + +LUAMOD_API int (luaopen_base) (lua_State *L); + +#define LUA_COLIBNAME "coroutine" +LUAMOD_API int (luaopen_coroutine) (lua_State *L); + +#define LUA_TABLIBNAME "table" +LUAMOD_API int (luaopen_table) (lua_State *L); + +#define LUA_IOLIBNAME "io" +LUAMOD_API int (luaopen_io) (lua_State *L); + +#define LUA_OSLIBNAME "os" +LUAMOD_API int (luaopen_os) (lua_State *L); + +#define LUA_STRLIBNAME "string" +LUAMOD_API int (luaopen_string) (lua_State *L); + +#define LUA_UTF8LIBNAME "utf8" +LUAMOD_API int (luaopen_utf8) (lua_State *L); + +#define LUA_BITLIBNAME "bit32" +LUAMOD_API int (luaopen_bit32) (lua_State *L); + +#define LUA_MATHLIBNAME "math" +LUAMOD_API int (luaopen_math) (lua_State *L); + +#define LUA_DBLIBNAME "debug" +LUAMOD_API int (luaopen_debug) (lua_State *L); + +#define LUA_LOADLIBNAME "package" +LUAMOD_API int (luaopen_package) (lua_State *L); + + +/* open all previous libraries */ +LUALIB_API void (luaL_openlibs) (lua_State *L); + + + +#if !defined(lua_assert) +#define lua_assert(x) ((void)0) +#endif + + +#endif diff --git a/src/external/lua/lib/liblua53.a b/src/external/lua/lib/liblua53.a new file mode 100644 index 00000000..e51c0c80 Binary files /dev/null and b/src/external/lua/lib/liblua53.a differ diff --git a/src/external/lua/lib/liblua53dll.a b/src/external/lua/lib/liblua53dll.a new file mode 100644 index 00000000..32646db3 Binary files /dev/null and b/src/external/lua/lib/liblua53dll.a differ diff --git a/src/external/pthread/lib/pthreadGC2.dll b/src/external/pthread/lib/pthreadGC2.dll new file mode 100644 index 00000000..67b9289d Binary files /dev/null and b/src/external/pthread/lib/pthreadGC2.dll differ diff --git a/src/gestures.c b/src/gestures.c deleted file mode 100644 index 57b96bd2..00000000 --- a/src/gestures.c +++ /dev/null @@ -1,423 +0,0 @@ -/********************************************************************************************** -* -* raylib Gestures System - Gestures Processing based on input gesture events (touch/mouse) -* -* Initial design by Marc Palau -* Redesigned by Albert Martos and Ian Eito -* Reviewed by Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -//#define GESTURES_STANDALONE // NOTE: To use the gestures module as standalone lib, just uncomment this line - -#if defined(GESTURES_STANDALONE) - #include "gestures.h" -#else - #include "raylib.h" // Required for: Vector2, Gestures -#endif - -#include // Required for: atan2(), sqrt() -#include // Required for: uint64_t - -#if defined(_WIN32) - // Functions required to query time on Windows - int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount); - int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency); -#elif defined(__linux) - #include // Required for: timespec - #include // Required for: clock_gettime() -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define FORCE_TO_SWIPE 0.0005f // Measured in normalized screen units/time -#define MINIMUM_DRAG 0.015f // Measured in normalized screen units (0.0f to 1.0f) -#define MINIMUM_PINCH 0.005f // Measured in normalized screen units (0.0f to 1.0f) -#define TAP_TIMEOUT 300 // Time in milliseconds -#define PINCH_TIMEOUT 300 // Time in milliseconds -#define DOUBLETAP_RANGE 0.03f // Measured in normalized screen units (0.0f to 1.0f) - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- - -// Touch gesture variables -static Vector2 touchDownPosition = { 0.0f, 0.0f }; -static Vector2 touchDownPosition2 = { 0.0f, 0.0f }; -static Vector2 touchDownDragPosition = { 0.0f, 0.0f }; -static Vector2 touchUpPosition = { 0.0f, 0.0f }; -static Vector2 moveDownPosition = { 0.0f, 0.0f }; -static Vector2 moveDownPosition2 = { 0.0f, 0.0f }; -static int numTap = 0; - -static int pointCount = 0; -static int firstTouchId = -1; - -static double eventTime = 0.0; -static double swipeTime = 0.0; - -// Hold gesture variables -static int numHold = 0; -static float timeHold = 0.0f; - -// Drag gesture variables -static Vector2 dragVector = { 0.0f , 0.0f }; // DRAG vector (between initial and current position) -static float dragAngle = 0.0f; // DRAG angle (relative to x-axis) -static float dragDistance = 0.0f; // DRAG distance (from initial touch point to final) (normalized [0..1]) -static float dragIntensity = 0.0f; // DRAG intensity, how far why did the DRAG (pixels per frame) -static bool startMoving = false; // SWIPE used to define when start measuring swipeTime - -// Pinch gesture variables -static Vector2 pinchVector = { 0.0f , 0.0f }; // PINCH vector (between first and second touch points) -static float pinchAngle = 0.0f; // PINCH angle (relative to x-axis) -static float pinchDistance = 0.0f; // PINCH displacement distance (normalized [0..1]) - -// Detected gestures -static int previousGesture = GESTURE_NONE; -static int currentGesture = GESTURE_NONE; - -// Enabled gestures flags, all gestures enabled by default -static unsigned int enabledGestures = 0b0000001111111111; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition); -static float Vector2Distance(Vector2 v1, Vector2 v2); -static double GetCurrentTime(void); - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Enable only desired getures to be detected -void SetGesturesEnabled(unsigned int gestureFlags) -{ - enabledGestures = gestureFlags; -} - -// Check if a gesture have been detected -bool IsGestureDetected(int gesture) -{ - if ((enabledGestures & currentGesture) == gesture) return true; - else return false; -} - -// Process gesture event and translate it into gestures -void ProcessGestureEvent(GestureEvent event) -{ - // Reset required variables - previousGesture = currentGesture; - - pointCount = event.pointCount; // Required on UpdateGestures() - - if (pointCount < 2) - { - if (event.touchAction == TOUCH_DOWN) - { - numTap++; // Tap counter - - // Detect GESTURE_DOUBLE_TAP - if ((currentGesture == GESTURE_NONE) && (numTap >= 2) && ((GetCurrentTime() - eventTime) < TAP_TIMEOUT) && (Vector2Distance(touchDownPosition, event.position[0]) < DOUBLETAP_RANGE)) - { - currentGesture = GESTURE_DOUBLETAP; - numTap = 0; - } - else // Detect GESTURE_TAP - { - numTap = 1; - currentGesture = GESTURE_TAP; - } - - touchDownPosition = event.position[0]; - touchDownDragPosition = event.position[0]; - - touchUpPosition = touchDownPosition; - eventTime = GetCurrentTime(); - - firstTouchId = event.pointerId[0]; - - dragVector = (Vector2){ 0.0f, 0.0f }; - } - else if (event.touchAction == TOUCH_UP) - { - if (currentGesture == GESTURE_DRAG) touchUpPosition = event.position[0]; - - // NOTE: dragIntensity dependend on the resolution of the screen - dragDistance = Vector2Distance(touchDownPosition, touchUpPosition); - dragIntensity = dragDistance/(float)((GetCurrentTime() - swipeTime)); - - startMoving = false; - - // Detect GESTURE_SWIPE - if ((dragIntensity > FORCE_TO_SWIPE) && firstTouchId == event.pointerId[0]) - { - // NOTE: Angle should be inverted in Y - dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition); - - if ((dragAngle < 30) || (dragAngle > 330)) currentGesture = GESTURE_SWIPE_RIGHT; // Right - else if ((dragAngle > 30) && (dragAngle < 120)) currentGesture = GESTURE_SWIPE_UP; // Up - else if ((dragAngle > 120) && (dragAngle < 210)) currentGesture = GESTURE_SWIPE_LEFT; // Left - else if ((dragAngle > 210) && (dragAngle < 300)) currentGesture = GESTURE_SWIPE_DOWN; // Down - else currentGesture = GESTURE_NONE; - } - else - { - dragDistance = 0.0f; - dragIntensity = 0.0f; - dragAngle = 0.0f; - - currentGesture = GESTURE_NONE; - } - - touchDownDragPosition = (Vector2){ 0.0f, 0.0f }; - pointCount = 0; - } - else if (event.touchAction == TOUCH_MOVE) - { - if (currentGesture == GESTURE_DRAG) eventTime = GetCurrentTime(); - - if (!startMoving) - { - swipeTime = GetCurrentTime(); - startMoving = true; - } - - moveDownPosition = event.position[0]; - - if (currentGesture == GESTURE_HOLD) - { - if (numHold == 1) touchDownPosition = event.position[0]; - - numHold = 2; - - // Detect GESTURE_DRAG - if (Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_DRAG) - { - eventTime = GetCurrentTime(); - currentGesture = GESTURE_DRAG; - } - } - - dragVector.x = moveDownPosition.x - touchDownDragPosition.x; - dragVector.y = moveDownPosition.y - touchDownDragPosition.y; - } - } - else // Two touch points - { - if (event.touchAction == TOUCH_DOWN) - { - touchDownPosition = event.position[0]; - touchDownPosition2 = event.position[1]; - - //pinchDistance = Vector2Distance(touchDownPosition, touchDownPosition2); - - pinchVector.x = touchDownPosition2.x - touchDownPosition.x; - pinchVector.y = touchDownPosition2.y - touchDownPosition.y; - - currentGesture = GESTURE_HOLD; - timeHold = GetCurrentTime(); - } - else if (event.touchAction == TOUCH_MOVE) - { - pinchDistance = Vector2Distance(moveDownPosition, moveDownPosition2); - - touchDownPosition = moveDownPosition; - touchDownPosition2 = moveDownPosition2; - - moveDownPosition = event.position[0]; - moveDownPosition2 = event.position[1]; - - pinchVector.x = moveDownPosition2.x - moveDownPosition.x; - pinchVector.y = moveDownPosition2.y - moveDownPosition.y; - - if ((Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_PINCH) || (Vector2Distance(touchDownPosition2, moveDownPosition2) >= MINIMUM_PINCH)) - { - if ((Vector2Distance(moveDownPosition, moveDownPosition2) - pinchDistance) < 0) currentGesture = GESTURE_PINCH_IN; - else currentGesture = GESTURE_PINCH_OUT; - } - else - { - currentGesture = GESTURE_HOLD; - timeHold = GetCurrentTime(); - } - - // NOTE: Angle should be inverted in Y - pinchAngle = 360.0f - Vector2Angle(moveDownPosition, moveDownPosition2); - } - else if (event.touchAction == TOUCH_UP) - { - pinchDistance = 0.0f; - pinchAngle = 0.0f; - pinchVector = (Vector2){ 0.0f, 0.0f }; - pointCount = 0; - - currentGesture = GESTURE_NONE; - } - } -} - -// Update gestures detected (must be called every frame) -void UpdateGestures(void) -{ - // NOTE: Gestures are processed through system callbacks on touch events - - // Detect GESTURE_HOLD - if (((currentGesture == GESTURE_TAP) || (currentGesture == GESTURE_DOUBLETAP)) && (pointCount < 2)) - { - currentGesture = GESTURE_HOLD; - timeHold = GetCurrentTime(); - } - - if (((GetCurrentTime() - eventTime) > TAP_TIMEOUT) && (currentGesture == GESTURE_DRAG) && (pointCount < 2)) - { - currentGesture = GESTURE_HOLD; - timeHold = GetCurrentTime(); - numHold = 1; - } - - // Detect GESTURE_NONE - if ((currentGesture == GESTURE_SWIPE_RIGHT) || (currentGesture == GESTURE_SWIPE_UP) || (currentGesture == GESTURE_SWIPE_LEFT) || (currentGesture == GESTURE_SWIPE_DOWN)) - { - currentGesture = GESTURE_NONE; - } -} - -// Get number of touch points -int GetTouchPointsCount(void) -{ - // NOTE: point count is calculated when ProcessGestureEvent(GestureEvent event) is called - - return pointCount; -} - -// Get latest detected gesture -int GetGestureDetected(void) -{ - // Get current gesture only if enabled - return (enabledGestures & currentGesture); -} - -// Hold time measured in ms -float GetGestureHoldDuration(void) -{ - // NOTE: time is calculated on current gesture HOLD - - float time = 0.0f; - - if (currentGesture == GESTURE_HOLD) time = (float)GetCurrentTime() - timeHold; - - return time; -} - -// Get drag vector (between initial touch point to current) -Vector2 GetGestureDragVector(void) -{ - // NOTE: drag vector is calculated on one touch points TOUCH_MOVE - - return dragVector; -} - -// Get drag angle -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise -float GetGestureDragAngle(void) -{ - // NOTE: drag angle is calculated on one touch points TOUCH_UP - - return dragAngle; -} - -// Get distance between two pinch points -Vector2 GetGesturePinchVector(void) -{ - // NOTE: The position values used for pinchDistance are not modified like the position values of [core.c]-->GetTouchPosition(int index) - // NOTE: pinch distance is calculated on two touch points TOUCH_MOVE - - return pinchVector; -} - -// Get angle beween two pinch points -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise -float GetGesturePinchAngle(void) -{ - // NOTE: pinch angle is calculated on two touch points TOUCH_MOVE - - return pinchAngle; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -// Returns angle from two-points vector with X-axis -static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition) -{ - float angle; - - angle = atan2(finalPosition.y - initialPosition.y, finalPosition.x - initialPosition.x); - angle *= RAD2DEG; - - if (angle < 0) angle += 360.0f; - - return angle; -} - -// Calculate distance between two Vector2 -static float Vector2Distance(Vector2 v1, Vector2 v2) -{ - float result; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - - result = sqrt(dx*dx + dy*dy); - - return result; -} - -// Time measure returned are milliseconds -static double GetCurrentTime(void) -{ - double time = 0; - -#if defined(_WIN32) - unsigned long long int clockFrequency, currentTime; - - QueryPerformanceFrequency(&clockFrequency); - QueryPerformanceCounter(¤tTime); - - time = (double)currentTime/clockFrequency*1000.0f; // Time in miliseconds -#endif - -#if defined(__linux) - // NOTE: Only for Linux-based systems - struct timespec now; - clock_gettime(CLOCK_MONOTONIC, &now); - uint64_t nowTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; // Time in nanoseconds - - time = ((double)nowTime/1000000.0); // Time in miliseconds -#endif - - return time; -} diff --git a/src/gestures.h b/src/gestures.h index 912d0b92..481ef317 100644 --- a/src/gestures.h +++ b/src/gestures.h @@ -1,8 +1,21 @@ /********************************************************************************************** * -* raylib Gestures System - Gestures Detection and Usage Functions (Android and HTML5) +* raylib Gestures System - Gestures Processing based on input gesture events (touch/mouse) * -* Copyright (c) 2015 Marc Palau and Ramon Santamaria +* #define GESTURES_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define GESTURES_STANDALONE +* If defined, the library can be used as standalone to process gesture events with +* no external dependencies. +* +* NOTE: Memory footprint of this library is aproximately 128 bytes +* +* Initial design by Marc Palau (2014) +* Redesigned by Albert Martos and Ian Eito (2015) +* Reviewed by Ramon Santamaria (2015-2016) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -28,9 +41,6 @@ #define PI 3.14159265358979323846 #endif -#define DEG2RAD (PI / 180.0f) -#define RAD2DEG (180.0f / PI) - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -40,33 +50,35 @@ // Types and Structures Definition // NOTE: Below types are required for GESTURES_STANDALONE usage //---------------------------------------------------------------------------------- -#ifndef __cplusplus - // Boolean type - typedef enum { false, true } bool; +#if defined(GESTURES_STANDALONE) + #ifndef __cplusplus + // Boolean type + typedef enum { false, true } bool; + #endif + + // Vector2 type + typedef struct Vector2 { + float x; + float y; + } Vector2; + + // Gestures type + // NOTE: It could be used as flags to enable only some gestures + typedef enum { + GESTURE_NONE = 1, + GESTURE_TAP = 2, + GESTURE_DOUBLETAP = 4, + GESTURE_HOLD = 8, + GESTURE_DRAG = 16, + GESTURE_SWIPE_RIGHT = 32, + GESTURE_SWIPE_LEFT = 64, + GESTURE_SWIPE_UP = 128, + GESTURE_SWIPE_DOWN = 256, + GESTURE_PINCH_IN = 512, + GESTURE_PINCH_OUT = 1024 + } Gestures; #endif -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Gestures type -// NOTE: It could be used as flags to enable only some gestures -typedef enum { - GESTURE_NONE = 1, - GESTURE_TAP = 2, - GESTURE_DOUBLETAP = 4, - GESTURE_HOLD = 8, - GESTURE_DRAG = 16, - GESTURE_SWIPE_RIGHT = 32, - GESTURE_SWIPE_LEFT = 64, - GESTURE_SWIPE_UP = 128, - GESTURE_SWIPE_DOWN = 256, - GESTURE_PINCH_IN = 512, - GESTURE_PINCH_OUT = 1024 -} Gestures; - typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; // Gesture events @@ -90,22 +102,422 @@ extern "C" { // Prevents name mangling of functions //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- -void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -bool IsGestureDetected(int gesture); // Check if a gesture have been detected void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures void UpdateGestures(void); // Update gestures detected (must be called every frame) -int GetTouchPointsCount(void); // Get touch points count +#if defined(GESTURES_STANDALONE) +void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +bool IsGestureDetected(int gesture); // Check if a gesture have been detected int GetGestureDetected(void); // Get latest detected gesture +int GetTouchPointsCount(void); // Get touch points count float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds Vector2 GetGestureDragVector(void); // Get gesture drag vector float GetGestureDragAngle(void); // Get gesture drag angle Vector2 GetGesturePinchVector(void); // Get gesture pinch delta float GetGesturePinchAngle(void); // Get gesture pinch angle - +#endif #ifdef __cplusplus } #endif #endif // GESTURES_H + +/*********************************************************************************** +* +* GESTURES IMPLEMENTATION +* +************************************************************************************/ + +#if defined(GESTURES_IMPLEMENTATION) + +#include // Required for: atan2(), sqrt() +#include // Required for: uint64_t + +#if defined(_WIN32) + // Functions required to query time on Windows + int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount); + int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency); +#elif defined(__linux) + #include // Required for: timespec + #include // Required for: clock_gettime() +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define FORCE_TO_SWIPE 0.0005f // Measured in normalized screen units/time +#define MINIMUM_DRAG 0.015f // Measured in normalized screen units (0.0f to 1.0f) +#define MINIMUM_PINCH 0.005f // Measured in normalized screen units (0.0f to 1.0f) +#define TAP_TIMEOUT 300 // Time in milliseconds +#define PINCH_TIMEOUT 300 // Time in milliseconds +#define DOUBLETAP_RANGE 0.03f // Measured in normalized screen units (0.0f to 1.0f) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- + +// Touch gesture variables +static Vector2 touchDownPosition = { 0.0f, 0.0f }; +static Vector2 touchDownPosition2 = { 0.0f, 0.0f }; +static Vector2 touchDownDragPosition = { 0.0f, 0.0f }; +static Vector2 touchUpPosition = { 0.0f, 0.0f }; +static Vector2 moveDownPosition = { 0.0f, 0.0f }; +static Vector2 moveDownPosition2 = { 0.0f, 0.0f }; + +static int pointCount = 0; // Touch points counter +static int firstTouchId = -1; // Touch id for first touch point +static double eventTime = 0.0; // Time stamp when an event happened + +// Tap gesture variables +static int tapCounter = 0; // TAP counter (one tap implies TOUCH_DOWN and TOUCH_UP actions) + +// Hold gesture variables +static bool resetHold = false; // HOLD reset to get first touch point again +static float timeHold = 0.0f; // HOLD duration in milliseconds + +// Drag gesture variables +static Vector2 dragVector = { 0.0f , 0.0f }; // DRAG vector (between initial and current position) +static float dragAngle = 0.0f; // DRAG angle (relative to x-axis) +static float dragDistance = 0.0f; // DRAG distance (from initial touch point to final) (normalized [0..1]) +static float dragIntensity = 0.0f; // DRAG intensity, how far why did the DRAG (pixels per frame) + +// Swipe gestures variables +static bool startMoving = false; // SWIPE used to define when start measuring swipeTime +static double swipeTime = 0.0; // SWIPE time to calculate drag intensity + +// Pinch gesture variables +static Vector2 pinchVector = { 0.0f , 0.0f }; // PINCH vector (between first and second touch points) +static float pinchAngle = 0.0f; // PINCH angle (relative to x-axis) +static float pinchDistance = 0.0f; // PINCH displacement distance (normalized [0..1]) + +static int currentGesture = GESTURE_NONE; // Current detected gesture + +// Enabled gestures flags, all gestures enabled by default +static unsigned int enabledGestures = 0b0000001111111111; + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition); +static float Vector2Distance(Vector2 v1, Vector2 v2); +static double GetCurrentTime(void); + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Enable only desired getures to be detected +void SetGesturesEnabled(unsigned int gestureFlags) +{ + enabledGestures = gestureFlags; +} + +// Check if a gesture have been detected +bool IsGestureDetected(int gesture) +{ + if ((enabledGestures & currentGesture) == gesture) return true; + else return false; +} + +// Process gesture event and translate it into gestures +void ProcessGestureEvent(GestureEvent event) +{ + // Reset required variables + pointCount = event.pointCount; // Required on UpdateGestures() + + if (pointCount < 2) + { + if (event.touchAction == TOUCH_DOWN) + { + tapCounter++; // Tap counter + + // Detect GESTURE_DOUBLE_TAP + if ((currentGesture == GESTURE_NONE) && (tapCounter >= 2) && ((GetCurrentTime() - eventTime) < TAP_TIMEOUT) && (Vector2Distance(touchDownPosition, event.position[0]) < DOUBLETAP_RANGE)) + { + currentGesture = GESTURE_DOUBLETAP; + tapCounter = 0; + } + else // Detect GESTURE_TAP + { + tapCounter = 1; + currentGesture = GESTURE_TAP; + } + + touchDownPosition = event.position[0]; + touchDownDragPosition = event.position[0]; + + touchUpPosition = touchDownPosition; + eventTime = GetCurrentTime(); + + firstTouchId = event.pointerId[0]; + + dragVector = (Vector2){ 0.0f, 0.0f }; + } + else if (event.touchAction == TOUCH_UP) + { + if (currentGesture == GESTURE_DRAG) touchUpPosition = event.position[0]; + + // NOTE: dragIntensity dependend on the resolution of the screen + dragDistance = Vector2Distance(touchDownPosition, touchUpPosition); + dragIntensity = dragDistance/(float)((GetCurrentTime() - swipeTime)); + + startMoving = false; + + // Detect GESTURE_SWIPE + if ((dragIntensity > FORCE_TO_SWIPE) && (firstTouchId == event.pointerId[0])) + { + // NOTE: Angle should be inverted in Y + dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition); + + if ((dragAngle < 30) || (dragAngle > 330)) currentGesture = GESTURE_SWIPE_RIGHT; // Right + else if ((dragAngle > 30) && (dragAngle < 120)) currentGesture = GESTURE_SWIPE_UP; // Up + else if ((dragAngle > 120) && (dragAngle < 210)) currentGesture = GESTURE_SWIPE_LEFT; // Left + else if ((dragAngle > 210) && (dragAngle < 300)) currentGesture = GESTURE_SWIPE_DOWN; // Down + else currentGesture = GESTURE_NONE; + } + else + { + dragDistance = 0.0f; + dragIntensity = 0.0f; + dragAngle = 0.0f; + + currentGesture = GESTURE_NONE; + } + + touchDownDragPosition = (Vector2){ 0.0f, 0.0f }; + pointCount = 0; + } + else if (event.touchAction == TOUCH_MOVE) + { + if (currentGesture == GESTURE_DRAG) eventTime = GetCurrentTime(); + + if (!startMoving) + { + swipeTime = GetCurrentTime(); + startMoving = true; + } + + moveDownPosition = event.position[0]; + + if (currentGesture == GESTURE_HOLD) + { + if (resetHold) touchDownPosition = event.position[0]; + + resetHold = false; + + // Detect GESTURE_DRAG + if (Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_DRAG) + { + eventTime = GetCurrentTime(); + currentGesture = GESTURE_DRAG; + } + } + + dragVector.x = moveDownPosition.x - touchDownDragPosition.x; + dragVector.y = moveDownPosition.y - touchDownDragPosition.y; + } + } + else // Two touch points + { + if (event.touchAction == TOUCH_DOWN) + { + touchDownPosition = event.position[0]; + touchDownPosition2 = event.position[1]; + + //pinchDistance = Vector2Distance(touchDownPosition, touchDownPosition2); + + pinchVector.x = touchDownPosition2.x - touchDownPosition.x; + pinchVector.y = touchDownPosition2.y - touchDownPosition.y; + + currentGesture = GESTURE_HOLD; + timeHold = GetCurrentTime(); + } + else if (event.touchAction == TOUCH_MOVE) + { + pinchDistance = Vector2Distance(moveDownPosition, moveDownPosition2); + + touchDownPosition = moveDownPosition; + touchDownPosition2 = moveDownPosition2; + + moveDownPosition = event.position[0]; + moveDownPosition2 = event.position[1]; + + pinchVector.x = moveDownPosition2.x - moveDownPosition.x; + pinchVector.y = moveDownPosition2.y - moveDownPosition.y; + + if ((Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_PINCH) || (Vector2Distance(touchDownPosition2, moveDownPosition2) >= MINIMUM_PINCH)) + { + if ((Vector2Distance(moveDownPosition, moveDownPosition2) - pinchDistance) < 0) currentGesture = GESTURE_PINCH_IN; + else currentGesture = GESTURE_PINCH_OUT; + } + else + { + currentGesture = GESTURE_HOLD; + timeHold = GetCurrentTime(); + } + + // NOTE: Angle should be inverted in Y + pinchAngle = 360.0f - Vector2Angle(moveDownPosition, moveDownPosition2); + } + else if (event.touchAction == TOUCH_UP) + { + pinchDistance = 0.0f; + pinchAngle = 0.0f; + pinchVector = (Vector2){ 0.0f, 0.0f }; + pointCount = 0; + + currentGesture = GESTURE_NONE; + } + } +} + +// Update gestures detected (must be called every frame) +void UpdateGestures(void) +{ + // NOTE: Gestures are processed through system callbacks on touch events + + // Detect GESTURE_HOLD + if (((currentGesture == GESTURE_TAP) || (currentGesture == GESTURE_DOUBLETAP)) && (pointCount < 2)) + { + currentGesture = GESTURE_HOLD; + timeHold = GetCurrentTime(); + } + + if (((GetCurrentTime() - eventTime) > TAP_TIMEOUT) && (currentGesture == GESTURE_DRAG) && (pointCount < 2)) + { + currentGesture = GESTURE_HOLD; + timeHold = GetCurrentTime(); + resetHold = true; + } + + // Detect GESTURE_NONE + if ((currentGesture == GESTURE_SWIPE_RIGHT) || (currentGesture == GESTURE_SWIPE_UP) || (currentGesture == GESTURE_SWIPE_LEFT) || (currentGesture == GESTURE_SWIPE_DOWN)) + { + currentGesture = GESTURE_NONE; + } +} + +// Get number of touch points +int GetTouchPointsCount(void) +{ + // NOTE: point count is calculated when ProcessGestureEvent(GestureEvent event) is called + + return pointCount; +} + +// Get latest detected gesture +int GetGestureDetected(void) +{ + // Get current gesture only if enabled + return (enabledGestures & currentGesture); +} + +// Hold time measured in ms +float GetGestureHoldDuration(void) +{ + // NOTE: time is calculated on current gesture HOLD + + float time = 0.0f; + + if (currentGesture == GESTURE_HOLD) time = (float)GetCurrentTime() - timeHold; + + return time; +} + +// Get drag vector (between initial touch point to current) +Vector2 GetGestureDragVector(void) +{ + // NOTE: drag vector is calculated on one touch points TOUCH_MOVE + + return dragVector; +} + +// Get drag angle +// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +float GetGestureDragAngle(void) +{ + // NOTE: drag angle is calculated on one touch points TOUCH_UP + + return dragAngle; +} + +// Get distance between two pinch points +Vector2 GetGesturePinchVector(void) +{ + // NOTE: The position values used for pinchDistance are not modified like the position values of [core.c]-->GetTouchPosition(int index) + // NOTE: pinch distance is calculated on two touch points TOUCH_MOVE + + return pinchVector; +} + +// Get angle beween two pinch points +// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +float GetGesturePinchAngle(void) +{ + // NOTE: pinch angle is calculated on two touch points TOUCH_MOVE + + return pinchAngle; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Returns angle from two-points vector with X-axis +static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition) +{ + float angle; + + angle = atan2(finalPosition.y - initialPosition.y, finalPosition.x - initialPosition.x)*(180.0f/PI); + + if (angle < 0) angle += 360.0f; + + return angle; +} + +// Calculate distance between two Vector2 +static float Vector2Distance(Vector2 v1, Vector2 v2) +{ + float result; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + + result = sqrt(dx*dx + dy*dy); + + return result; +} + +// Time measure returned are milliseconds +static double GetCurrentTime(void) +{ + double time = 0; + +#if defined(_WIN32) + unsigned long long int clockFrequency, currentTime; + + QueryPerformanceFrequency(&clockFrequency); + QueryPerformanceCounter(¤tTime); + + time = (double)currentTime/clockFrequency*1000.0f; // Time in miliseconds +#endif + +#if defined(__linux) + // NOTE: Only for Linux-based systems + struct timespec now; + clock_gettime(CLOCK_MONOTONIC, &now); + uint64_t nowTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; // Time in nanoseconds + + time = ((double)nowTime/1000000.0); // Time in miliseconds +#endif + + return time; +} + +#endif // GESTURES_IMPLEMENTATION diff --git a/src/models.c b/src/models.c index b194a0db..822da6e9 100644 --- a/src/models.c +++ b/src/models.c @@ -66,7 +66,7 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); //---------------------------------------------------------------------------------- // Draw a line in 3D world space -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color) +void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -76,19 +76,19 @@ void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color) } // Draw a circle in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color) +void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color) { rlPushMatrix(); rlTranslatef(center.x, center.y, center.z); rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z); - + rlBegin(RL_LINES); for (int i = 0; i < 360; i += 10) { rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex3f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius, 0.0f); - rlVertex3f(sin(DEG2RAD*(i + 10)) * radius, cos(DEG2RAD*(i + 10)) * radius, 0.0f); + rlVertex3f(sin(DEG2RAD*(i + 10))*radius, cos(DEG2RAD*(i + 10))*radius, 0.0f); } rlEnd(); rlPopMatrix(); @@ -270,25 +270,25 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad // Back Face - rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer + rlNormal3f(0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad // Top Face - rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up + rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad // Bottom Face - rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down + rlNormal3f(0.0f,-1.0f, 0.0f); // Normal Pointing Down rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad // Right face - rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right + rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad @@ -325,25 +325,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color { for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); } } rlEnd(); @@ -364,26 +364,26 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col { for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); } } rlEnd(); @@ -407,21 +407,21 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // Draw Body ------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); //Top Left + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right } // Draw Cap -------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); } } else @@ -430,8 +430,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); } } @@ -439,8 +439,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -460,17 +460,17 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -516,7 +516,7 @@ void DrawRay(Ray ray, Color color) // Draw a grid centered at (0, 0, 0) void DrawGrid(int slices, float spacing) { - int halfSlices = slices / 2; + int halfSlices = slices/2; rlBegin(RL_LINES); for (int i = -halfSlices; i <= halfSlices; i++) @@ -577,22 +577,30 @@ void DrawLight(Light light) { case LIGHT_POINT: { - DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); - Draw3DCircle(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); - Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); - Draw3DCircle(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : BLACK)); + DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); + + DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY)); } break; case LIGHT_DIRECTIONAL: - { - Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); - DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); - DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + { + DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); + + DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); } break; case LIGHT_SPOT: - { - Draw3DLine(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); - DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : BLACK)); - DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + { + DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); + + Vector3 dir = VectorSubtract(light->target, light->position); + VectorNormalize(&dir); + + DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY)); + + //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); } break; default: break; } @@ -602,7 +610,7 @@ void DrawLight(Light light) Model LoadModel(const char *fileName) { Model model = { 0 }; - + // TODO: Initialize default data for model in case loading fails, maybe a cube? if (strcmp(GetExtension(fileName), "obj") == 0) model.mesh = LoadOBJ(fileName); @@ -612,7 +620,7 @@ Model LoadModel(const char *fileName) else { rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) - + model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); } @@ -626,12 +634,12 @@ Model LoadModelEx(Mesh data, bool dynamic) Model model = { 0 }; model.mesh = data; - + rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU - + model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); - + return model; } @@ -723,11 +731,11 @@ Model LoadModelFromRES(const char *rresName, int resId) Model LoadHeightmap(Image heightmap, Vector3 size) { Model model = { 0 }; - + model.mesh = GenMeshHeightmap(heightmap, size); - + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) - + model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -738,11 +746,11 @@ Model LoadHeightmap(Image heightmap, Vector3 size) Model LoadCubicmap(Image cubicmap) { Model model = { 0 }; - + model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f }); - + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) - + model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -755,7 +763,7 @@ void UnloadModel(Model model) rlglUnloadMesh(&model.mesh); UnloadMaterial(model.material); - + TraceLog(INFO, "Unloaded model data from RAM and VRAM"); } @@ -763,10 +771,10 @@ void UnloadModel(Model model) Material LoadMaterial(const char *fileName) { Material material = { 0 }; - + if (strcmp(GetExtension(fileName), "mtl") == 0) material = LoadMTL(fileName); else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName); - + return material; } @@ -774,7 +782,7 @@ Material LoadMaterial(const char *fileName) Material LoadDefaultMaterial(void) { Material material = { 0 }; - + material.shader = GetDefaultShader(); material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel) //material.texNormal; // NOTE: By default, not set @@ -783,9 +791,9 @@ Material LoadDefaultMaterial(void) material.colDiffuse = WHITE; // Diffuse color material.colAmbient = WHITE; // Ambient color material.colSpecular = WHITE; // Specular color - + material.glossiness = 100.0f; // Glossiness level - + return material; } @@ -794,7 +802,7 @@ Material LoadDefaultMaterial(void) Material LoadStandardMaterial(void) { Material material = LoadDefaultMaterial(); - + material.shader = GetStandardShader(); return material; @@ -812,12 +820,12 @@ void UnloadMaterial(Material material) static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) { #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) - + Mesh mesh = { 0 }; int mapX = heightmap.width; int mapZ = heightmap.height; - + Color *pixels = GetImageData(heightmap); // NOTE: One vertex per pixel @@ -908,7 +916,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) trisCounter += 2; } } - + free(pixels); return mesh; @@ -919,9 +927,9 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) Mesh mesh = { 0 }; Color *cubicmapPixels = GetImageData(cubicmap); - - int mapWidth = cubicmap.width*(int)cubeSize.x; - int mapHeight = cubicmap.height*(int)cubeSize.z; + + int mapWidth = cubicmap.width; + int mapHeight = cubicmap.height; // NOTE: Max possible number of triangles numCubes * (12 triangles by cube) int maxTriangles = cubicmap.width*cubicmap.height*12; @@ -961,19 +969,19 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; - for (int z = 0; z < mapHeight; z += cubeSize.z) + for (int z = 0; z < mapHeight; ++z) { - for (int x = 0; x < mapWidth; x += cubeSize.x) + for (int x = 0; x < mapWidth; ++x) { // Define the 8 vertex of the cube, we will combine them accordingly later... - Vector3 v1 = { x - w/2, h2, z - h/2 }; - Vector3 v2 = { x - w/2, h2, z + h/2 }; - Vector3 v3 = { x + w/2, h2, z + h/2 }; - Vector3 v4 = { x + w/2, h2, z - h/2 }; - Vector3 v5 = { x + w/2, 0, z - h/2 }; - Vector3 v6 = { x - w/2, 0, z - h/2 }; - Vector3 v7 = { x - w/2, 0, z + h/2 }; - Vector3 v8 = { x + w/2, 0, z + h/2 }; + Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) }; + Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) }; + Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) }; + Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) }; + Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) }; + Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) }; + Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) }; + Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) }; // We check pixel color to be WHITE, we will full cubes if ((cubicmapPixels[z*cubicmap.width + x].r == 255) && @@ -1262,9 +1270,9 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) free(mapVertices); free(mapNormals); free(mapTexcoords); - + free(cubicmapPixels); // Free image pixel data - + return mesh; } @@ -1273,7 +1281,7 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint) { Vector3 vScale = { scale, scale, scale }; Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f }; - + DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint); } @@ -1285,13 +1293,13 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); - + // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform) //Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates - + model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color? - + rlglDrawMesh(model.mesh, model.material, model.transform); } @@ -1299,9 +1307,9 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota void DrawModelWires(Model model, Vector3 position, float scale, Color tint) { rlEnableWireMode(); - + DrawModel(model, position, scale, tint); - + rlDisableWireMode(); } @@ -1309,9 +1317,9 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color tint) void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) { rlEnableWireMode(); - + DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); - + rlDisableWireMode(); } @@ -1319,7 +1327,7 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) { Rectangle sourceRec = { 0, 0, texture.width, texture.height }; - + DrawBillboardRec(camera, texture, sourceRec, center, size, tint); } @@ -1334,7 +1342,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; - + // NOTE: Billboard locked on axis-Y Vector3 up = { 0.0f, 1.0f, 0.0f }; /* @@ -1361,19 +1369,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(a.x, a.y, a.z); // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(d.x, d.y, d.z); // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(c.x, c.y, c.z); // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(b.x, b.y, b.z); rlEnd(); @@ -1384,13 +1392,13 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec void DrawBoundingBox(BoundingBox box, Color color) { Vector3 size; - + size.x = fabsf(box.max.x - box.min.x); size.y = fabsf(box.max.y - box.min.y); size.z = fabsf(box.max.z - box.min.z); - + Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f }; - + DrawCubeWires(center, size.x, size.y, size.z, color); } @@ -1451,14 +1459,14 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radius bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius) { bool collision = false; - + Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position); float distance = VectorLength(raySpherePos); float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - + if (d >= 0.0f) collision = true; - + return collision; } @@ -1466,29 +1474,29 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint) { bool collision = false; - + Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position); float distance = VectorLength(raySpherePos); float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - + if (d >= 0.0f) collision = true; - + // Calculate collision point Vector3 offset = ray.direction; float collisionDistance = 0; - + // Check if ray origin is inside the sphere to calculate the correct collision point if (distance < sphereRadius) collisionDistance = vector + sqrt(d); else collisionDistance = vector - sqrt(d); - + VectorScale(&offset, collisionDistance); Vector3 cPoint = VectorAdd(ray.position, offset); - + collisionPoint->x = cPoint.x; collisionPoint->y = cPoint.y; collisionPoint->z = cPoint.z; - + return collision; } @@ -1496,7 +1504,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi bool CheckCollisionRayBox(Ray ray, BoundingBox box) { bool collision = false; - + float t[8]; t[0] = (box.min.x - ray.position.x)/ray.direction.x; t[1] = (box.max.x - ray.position.x)/ray.direction.x; @@ -1506,9 +1514,9 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box) t[5] = (box.max.z - ray.position.z)/ray.direction.z; t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5])); t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5])); - + collision = !(t[7] < 0 || t[6] > t[7]); - + return collision; } @@ -1524,272 +1532,22 @@ BoundingBox CalculateBoundingBox(Mesh mesh) { minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; - + for (int i = 1; i < mesh.vertexCount; i++) { minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); } } - + // Create the bounding box BoundingBox box; box.min = minVertex; box.max = maxVertex; - + return box; } -// Detect and resolve cubicmap collisions -// NOTE: player position (or camera) is modified inside this function -// TODO: This functions needs to be completely reviewed! -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius) -{ - #define CUBIC_MAP_HALF_BLOCK_SIZE 0.5 - - Color *cubicmapPixels = GetImageData(cubicmap); - - // Detect the cell where the player is located - Vector3 impactDirection = { 0.0f, 0.0f, 0.0f }; - - int locationCellX = 0; - int locationCellY = 0; - - locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE); - locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE); - - if ((locationCellX >= 0) && (locationCellY >= 0) && (locationCellX < cubicmap.width) && (locationCellY < cubicmap.height)) - { - // Multiple Axis -------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((locationCellX > 0) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x-, y+ - if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x+, y- - if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x+, y+ - if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Single Axis --------------------------------------------------------------------------------------------------- - - // Axis x- - if (locationCellX > 0) - { - if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) - { - if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis x+ - if (locationCellX < cubicmap.width - 1) - { - if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) - { - if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis y- - if (locationCellY > 0) - { - if (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius) - { - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f }; - } - } - } - // Axis y+ - if (locationCellY < cubicmap.height - 1) - { - if (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius) - { - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f }; - } - } - } - - // Diagonals ------------------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((locationCellX > 0) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x-, y+ - if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x+, y- - if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x+, y+ - if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - } - - // Floor collision - if (playerPosition->y <= radius) - { - playerPosition->y = radius + 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; - } - // Roof collision - else if (playerPosition->y >= (1.5f - radius)) - { - playerPosition->y = (1.5f - radius) - 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; - } - - free(cubicmapPixels); - - return impactDirection; -} - //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- @@ -1898,23 +1656,21 @@ static Mesh LoadOBJ(const char *fileName) if (dataType == 't') // Read texCoord { - float useless = 0; - - fscanf(objFile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless); + fscanf(objFile, "%f %f%*[^\n]s\n", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y); countTexCoords++; fscanf(objFile, "%c", &dataType); } else if (dataType == 'n') // Read normals { - fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z ); + fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z); countNormals++; fscanf(objFile, "%c", &dataType); } else // Read vertex { - fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z ); + fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z); countVertex++; fscanf(objFile, "%c", &dataType); @@ -1959,6 +1715,7 @@ static Mesh LoadOBJ(const char *fileName) if ((numNormals == 0) && (numTexCoords == 0)) fscanf(objFile, "%i %i %i", &vNum[0], &vNum[1], &vNum[2]); else if (numNormals == 0) fscanf(objFile, "%i/%i %i/%i %i/%i", &vNum[0], &vtNum[0], &vNum[1], &vtNum[1], &vNum[2], &vtNum[2]); + else if (numTexCoords == 0) fscanf(objFile, "%i//%i %i//%i %i//%i", &vNum[0], &vnNum[0], &vNum[1], &vnNum[1], &vNum[2], &vnNum[2]); else fscanf(objFile, "%i/%i/%i %i/%i/%i %i/%i/%i", &vNum[0], &vtNum[0], &vnNum[0], &vNum[1], &vtNum[1], &vnNum[1], &vNum[2], &vtNum[2], &vnNum[2]); mesh.vertices[vCounter] = midVertices[vNum[0]-1].x; @@ -2049,9 +1806,9 @@ static Mesh LoadOBJ(const char *fileName) static Material LoadMTL(const char *fileName) { #define MAX_BUFFER_SIZE 128 - + Material material = { 0 }; // LoadDefaultMaterial(); - + char buffer[MAX_BUFFER_SIZE]; Vector3 color = { 1.0f, 1.0f, 1.0f }; char *mapFileName = NULL; @@ -2069,14 +1826,14 @@ static Material LoadMTL(const char *fileName) while (!feof(mtlFile)) { fgets(buffer, MAX_BUFFER_SIZE, mtlFile); - + switch (buffer[0]) { case 'n': // newmtl string Material name. Begins a new material description. { // TODO: Support multiple materials in a single .mtl sscanf(buffer, "newmtl %s", mapFileName); - + TraceLog(INFO, "[%s] Loading material...", mapFileName); } case 'i': // illum int Illumination model @@ -2123,7 +1880,7 @@ static Material LoadMTL(const char *fileName) { int shininess = 0; sscanf(buffer, "Ns %i", &shininess); - + material.glossiness = (float)shininess; } else if (buffer[1] == 'i') // Ni int Refraction index. @@ -2192,7 +1949,7 @@ static Material LoadMTL(const char *fileName) float ialpha = 0.0f; sscanf(buffer, "Tr %f", &ialpha); material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255); - + } break; case 'r': // refl string Reflection texture map default: break; @@ -2203,6 +1960,6 @@ static Material LoadMTL(const char *fileName) // NOTE: At this point we have all material data TraceLog(INFO, "[%s] Material loaded successfully", fileName); - + return material; } diff --git a/src/raygui.h b/src/raygui.h deleted file mode 100644 index 42cf264b..00000000 --- a/src/raygui.h +++ /dev/null @@ -1,1499 +0,0 @@ -/******************************************************************************************* -* -* raygui 1.0 - IMGUI (Immedite Mode GUI) library for raylib (https://github.com/raysan5/raylib) -* -* raygui is a library for creating simple IMGUI interfaces using raylib. -* It provides a set of basic components: -* -* - Label -* - Button -* - ToggleButton -* - ToggleGroup -* - ComboBox -* - CheckBox -* - Slider -* - SliderBar -* - ProgressBar -* - Spinner -* - TextBox -* -* It also provides a set of functions for styling the components based on its properties (size, color). -* -* CONFIGURATION: -* -* #define RAYGUI_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYGUI_STATIC (defined by default) -* The generated implementation will stay private inside implementation file and all -* internal symbols and functions will only be visible inside that file. -* -* #define RAYGUI_STANDALONE -* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined -* internally in the library and input management and drawing functions must be provided by -* the user (check library implementation for further details). -* -* #define RAYGUI_MALLOC() -* #define RAYGUI_FREE() -* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions. -* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function. -* -* LIMITATIONS: -* -* // TODO. -* -* VERSIONS: -* -* 1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria. -* 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria. -* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria. -* -* CONTRIBUTORS: -* Ramon Santamaria: Functions design and naming conventions. -* Kevin Gato: Initial implementation of basic components. -* Daniel Nicolas: Initial implementation of basic components. -* Albert Martos: Review and testing of library. -* Ian Eito: Review and testing of the library. -* Sergio Martinez: Review and testing of the library. -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2016 emegeme (@emegemegames) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYGUI_H -#define RAYGUI_H - -#if !defined(RAYGUI_STANDALONE) - #include "raylib.h" -#endif - -#define RAYGUI_STATIC -#ifdef RAYGUI_STATIC - #define RAYGUIDEF static // Functions just visible to module including this file -#else - #ifdef __cplusplus - #define RAYGUIDEF extern "C" // Functions visible from other files (no name mangling of functions in C++) - #else - #define RAYGUIDEF extern // Functions visible from other files - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define NUM_PROPERTIES 98 - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Some types are required for RAYGUI_STANDALONE usage -//---------------------------------------------------------------------------------- -#if defined(RAYGUI_STANDALONE) - #ifndef __cplusplus - // Boolean type - #ifndef true - typedef enum { false, true } bool; - #endif - #endif - - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Color type, RGBA (32bit) - typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; - } Color; - - // Rectangle type - typedef struct Rectangle { - int x; - int y; - int width; - int height; - } Rectangle; -#endif - -// Gui properties enumeration -typedef enum GuiProperty { - GLOBAL_BASE_COLOR = 0, - GLOBAL_BORDER_COLOR, - GLOBAL_TEXT_COLOR, - GLOBAL_TEXT_FONTSIZE, - GLOBAL_BORDER_WIDTH, - BACKGROUND_COLOR, - LABEL_BORDER_WIDTH, - LABEL_TEXT_COLOR, - LABEL_TEXT_PADDING, - BUTTON_BORDER_WIDTH, - BUTTON_TEXT_PADDING, - BUTTON_DEFAULT_BORDER_COLOR, - BUTTON_DEFAULT_INSIDE_COLOR, - BUTTON_DEFAULT_TEXT_COLOR, - BUTTON_HOVER_BORDER_COLOR, - BUTTON_HOVER_INSIDE_COLOR, - BUTTON_HOVER_TEXT_COLOR, - BUTTON_PRESSED_BORDER_COLOR, - BUTTON_PRESSED_INSIDE_COLOR, - BUTTON_PRESSED_TEXT_COLOR, - TOGGLE_TEXT_PADDING, - TOGGLE_BORDER_WIDTH, - TOGGLE_DEFAULT_BORDER_COLOR, - TOGGLE_DEFAULT_INSIDE_COLOR, - TOGGLE_DEFAULT_TEXT_COLOR, - TOGGLE_HOVER_BORDER_COLOR, - TOGGLE_HOVER_INSIDE_COLOR, - TOGGLE_HOVER_TEXT_COLOR, - TOGGLE_PRESSED_BORDER_COLOR, - TOGGLE_PRESSED_INSIDE_COLOR, - TOGGLE_PRESSED_TEXT_COLOR, - TOGGLE_ACTIVE_BORDER_COLOR, - TOGGLE_ACTIVE_INSIDE_COLOR, - TOGGLE_ACTIVE_TEXT_COLOR, - TOGGLEGROUP_PADDING, - SLIDER_BORDER_WIDTH, - SLIDER_BUTTON_BORDER_WIDTH, - SLIDER_BORDER_COLOR, - SLIDER_INSIDE_COLOR, - SLIDER_DEFAULT_COLOR, - SLIDER_HOVER_COLOR, - SLIDER_ACTIVE_COLOR, - SLIDERBAR_BORDER_COLOR, - SLIDERBAR_INSIDE_COLOR, - SLIDERBAR_DEFAULT_COLOR, - SLIDERBAR_HOVER_COLOR, - SLIDERBAR_ACTIVE_COLOR, - SLIDERBAR_ZERO_LINE_COLOR, - PROGRESSBAR_BORDER_COLOR, - PROGRESSBAR_INSIDE_COLOR, - PROGRESSBAR_PROGRESS_COLOR, - PROGRESSBAR_BORDER_WIDTH, - SPINNER_LABEL_BORDER_COLOR, - SPINNER_LABEL_INSIDE_COLOR, - SPINNER_DEFAULT_BUTTON_BORDER_COLOR, - SPINNER_DEFAULT_BUTTON_INSIDE_COLOR, - SPINNER_DEFAULT_SYMBOL_COLOR, - SPINNER_DEFAULT_TEXT_COLOR, - SPINNER_HOVER_BUTTON_BORDER_COLOR, - SPINNER_HOVER_BUTTON_INSIDE_COLOR, - SPINNER_HOVER_SYMBOL_COLOR, - SPINNER_HOVER_TEXT_COLOR, - SPINNER_PRESSED_BUTTON_BORDER_COLOR, - SPINNER_PRESSED_BUTTON_INSIDE_COLOR, - SPINNER_PRESSED_SYMBOL_COLOR, - SPINNER_PRESSED_TEXT_COLOR, - COMBOBOX_PADDING, - COMBOBOX_BUTTON_WIDTH, - COMBOBOX_BUTTON_HEIGHT, - COMBOBOX_BORDER_WIDTH, - COMBOBOX_DEFAULT_BORDER_COLOR, - COMBOBOX_DEFAULT_INSIDE_COLOR, - COMBOBOX_DEFAULT_TEXT_COLOR, - COMBOBOX_DEFAULT_LIST_TEXT_COLOR, - COMBOBOX_HOVER_BORDER_COLOR, - COMBOBOX_HOVER_INSIDE_COLOR, - COMBOBOX_HOVER_TEXT_COLOR, - COMBOBOX_HOVER_LIST_TEXT_COLOR, - COMBOBOX_PRESSED_BORDER_COLOR, - COMBOBOX_PRESSED_INSIDE_COLOR, - COMBOBOX_PRESSED_TEXT_COLOR, - COMBOBOX_PRESSED_LIST_BORDER_COLOR, - COMBOBOX_PRESSED_LIST_INSIDE_COLOR, - COMBOBOX_PRESSED_LIST_TEXT_COLOR, - CHECKBOX_DEFAULT_BORDER_COLOR, - CHECKBOX_DEFAULT_INSIDE_COLOR, - CHECKBOX_HOVER_BORDER_COLOR, - CHECKBOX_HOVER_INSIDE_COLOR, - CHECKBOX_CLICK_BORDER_COLOR, - CHECKBOX_CLICK_INSIDE_COLOR, - CHECKBOX_STATUS_ACTIVE_COLOR, - CHECKBOX_INSIDE_WIDTH, - TEXTBOX_BORDER_WIDTH, - TEXTBOX_BORDER_COLOR, - TEXTBOX_INSIDE_COLOR, - TEXTBOX_TEXT_COLOR, - TEXTBOX_LINE_COLOR, - TEXTBOX_TEXT_FONTSIZE -} GuiProperty; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text); // Label element, show text -RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, Color textColor, Color border, Color inner); // Label element extended, configurable colors -RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text); // Button element, returns true when clicked -RAYGUIDEF bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle); // Toggle Button element, returns true when active -RAYGUIDEF int GuiToggleGroup(Rectangle bounds, int toggleNum, char **toggleText, int toggleActive); // Toggle Group element, returns toggled button index -RAYGUIDEF int GuiComboBox(Rectangle bounds, int comboNum, char **comboText, int comboActive); // Combo Box element, returns selected item index -RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked); // Check Box element, returns true when active -RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue); // Slider element, returns selected value -RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue); // Slider Bar element, returns selected value -RAYGUIDEF void GuiProgressBar(Rectangle bounds, float value); // Progress Bar element, shows current progress value -RAYGUIDEF int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue); // Spinner element, returns selected value -RAYGUIDEF char *GuiTextBox(Rectangle bounds, char *text); // Text Box element, returns input text - -RAYGUIDEF void SaveGuiStyle(const char *fileName); // Save GUI style file -RAYGUIDEF void LoadGuiStyle(const char *fileName); // Load GUI style file - -RAYGUIDEF void SetStyleProperty(int guiProperty, int value); // Set one style property -RAYGUIDEF int GetStyleProperty(int guiProperty); // Get one style property - -#endif // RAYGUI_H - - -/*********************************************************************************** -* -* RAYGUI IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RAYGUI_IMPLEMENTATION) - -#include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf() - // NOTE: Those functions are only used in SaveGuiStyle() and LoadGuiStyle() - -// Check if custom malloc/free functions defined, if not, using standard ones -#if !defined(RAYGUI_MALLOC) - #include // Required for: malloc(), free() [Used only on LoadGuiStyle()] - - #define RAYGUI_MALLOC(size) malloc(size) - #define RAYGUI_FREE(ptr) free(ptr) -#endif - -#include // Required for: strcmp() [Used only on LoadGuiStyle()] -#include // Required for: va_list, va_start(), vfprintf(), va_end() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(RAYGUI_STANDALONE) - #define KEY_LEFT 263 - #define KEY_RIGHT 262 - #define MOUSE_LEFT_BUTTON 0 -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// GUI elements states -typedef enum { BUTTON_DEFAULT, BUTTON_HOVER, BUTTON_PRESSED, BUTTON_CLICKED } ButtonState; -typedef enum { TOGGLE_UNACTIVE, TOGGLE_HOVER, TOGGLE_PRESSED, TOGGLE_ACTIVE } ToggleState; -typedef enum { COMBOBOX_UNACTIVE, COMBOBOX_HOVER, COMBOBOX_PRESSED, COMBOBOX_ACTIVE } ComboBoxState; -typedef enum { SPINNER_DEFAULT, SPINNER_HOVER, SPINNER_PRESSED } SpinnerState; -typedef enum { CHECKBOX_STATUS, CHECKBOX_HOVER, CHECKBOX_PRESSED } CheckBoxState; -typedef enum { SLIDER_DEFAULT, SLIDER_HOVER, SLIDER_ACTIVE } SliderState; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- - -// Current GUI style (default light) -static int style[NUM_PROPERTIES] = { - 0xf5f5f5ff, // GLOBAL_BASE_COLOR, - 0xf5f5f5ff, // GLOBAL_BORDER_COLOR, - 0xf5f5f5ff, // GLOBAL_TEXT_COLOR, - 10, // GLOBAL_TEXT_FONTSIZE - 1, // GLOBAL_BORDER_WIDTH - 0xf5f5f5ff, // BACKGROUND_COLOR - 1, // LABEL_BORDER_WIDTH - 0x4d4d4dff, // LABEL_TEXT_COLOR - 20, // LABEL_TEXT_PADDING - 2, // BUTTON_BORDER_WIDTH - 20, // BUTTON_TEXT_PADDING - 0x828282ff, // BUTTON_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // BUTTON_DEFAULT_INSIDE_COLOR - 0x4d4d4dff, // BUTTON_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // BUTTON_HOVER_BORDER_COLOR - 0xffffffff, // BUTTON_HOVER_INSIDE_COLOR - 0x353535ff, // BUTTON_HOVER_TEXT_COLOR - 0x7bb0d6ff, // BUTTON_PRESSED_BORDER_COLOR - 0xbcecffff, // BUTTON_PRESSED_INSIDE_COLOR - 0x5f9aa7ff, // BUTTON_PRESSED_TEXT_COLOR - 20, // TOGGLE_TEXT_PADDING - 1, // TOGGLE_BORDER_WIDTH - 0x828282ff, // TOGGLE_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // TOGGLE_DEFAULT_INSIDE_COLOR - 0x828282ff, // TOGGLE_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // TOGGLE_HOVER_BORDER_COLOR - 0xffffffff, // TOGGLE_HOVER_INSIDE_COLOR - 0x828282ff, // TOGGLE_HOVER_TEXT_COLOR - 0xbdd7eaff, // TOGGLE_PRESSED_BORDER_COLOR - 0xddf5ffff, // TOGGLE_PRESSED_INSIDE_COLOR - 0xafccd3ff, // TOGGLE_PRESSED_TEXT_COLOR - 0x7bb0d6ff, // TOGGLE_ACTIVE_BORDER_COLOR - 0xbcecffff, // TOGGLE_ACTIVE_INSIDE_COLOR - 0x5f9aa7ff, // TOGGLE_ACTIVE_TEXT_COLOR - 3, // TOGGLEGROUP_PADDING - 1, // SLIDER_BORDER_WIDTH - 1, // SLIDER_BUTTON_BORDER_WIDTH - 0x828282ff, // SLIDER_BORDER_COLOR - 0xc8c8c8ff, // SLIDER_INSIDE_COLOR - 0xbcecffff, // SLIDER_DEFAULT_COLOR - 0xffffffff, // SLIDER_HOVER_COLOR - 0xddf5ffff, // SLIDER_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_BORDER_COLOR - 0xc8c8c8ff, // SLIDERBAR_INSIDE_COLOR - 0xbcecffff, // SLIDERBAR_DEFAULT_COLOR - 0xffffffff, // SLIDERBAR_HOVER_COLOR - 0xddf5ffff, // SLIDERBAR_ACTIVE_COLOR - 0x828282ff, // SLIDERBAR_ZERO_LINE_COLOR - 0x828282ff, // PROGRESSBAR_BORDER_COLOR - 0xc8c8c8ff, // PROGRESSBAR_INSIDE_COLOR - 0xbcecffff, // PROGRESSBAR_PROGRESS_COLOR - 2, // PROGRESSBAR_BORDER_WIDTH - 0x828282ff, // SPINNER_LABEL_BORDER_COLOR - 0xc8c8c8ff, // SPINNER_LABEL_INSIDE_COLOR - 0x828282ff, // SPINNER_DEFAULT_BUTTON_BORDER_COLOR - 0xc8c8c8ff, // SPINNER_DEFAULT_BUTTON_INSIDE_COLOR - 0x000000ff, // SPINNER_DEFAULT_SYMBOL_COLOR - 0x000000ff, // SPINNER_DEFAULT_TEXT_COLOR - 0xc8c8c8ff, // SPINNER_HOVER_BUTTON_BORDER_COLOR - 0xffffffff, // SPINNER_HOVER_BUTTON_INSIDE_COLOR - 0x000000ff, // SPINNER_HOVER_SYMBOL_COLOR - 0x000000ff, // SPINNER_HOVER_TEXT_COLOR - 0x7bb0d6ff, // SPINNER_PRESSED_BUTTON_BORDER_COLOR - 0xbcecffff, // SPINNER_PRESSED_BUTTON_INSIDE_COLOR - 0x5f9aa7ff, // SPINNER_PRESSED_SYMBOL_COLOR - 0x000000ff, // SPINNER_PRESSED_TEXT_COLOR - 1, // COMBOBOX_PADDING - 30, // COMBOBOX_BUTTON_WIDTH - 20, // COMBOBOX_BUTTON_HEIGHT - 1, // COMBOBOX_BORDER_WIDTH - 0x828282ff, // COMBOBOX_DEFAULT_BORDER_COLOR - 0xc8c8c8ff, // COMBOBOX_DEFAULT_INSIDE_COLOR - 0x828282ff, // COMBOBOX_DEFAULT_TEXT_COLOR - 0x828282ff, // COMBOBOX_DEFAULT_LIST_TEXT_COLOR - 0xc8c8c8ff, // COMBOBOX_HOVER_BORDER_COLOR - 0xffffffff, // COMBOBOX_HOVER_INSIDE_COLOR - 0x828282ff, // COMBOBOX_HOVER_TEXT_COLOR - 0x828282ff, // COMBOBOX_HOVER_LIST_TEXT_COLOR - 0x7bb0d6ff, // COMBOBOX_PRESSED_BORDER_COLOR - 0xbcecffff, // COMBOBOX_PRESSED_INSIDE_COLOR - 0x5f9aa7ff, // COMBOBOX_PRESSED_TEXT_COLOR - 0x0078acff, // COMBOBOX_PRESSED_LIST_BORDER_COLOR - 0x66e7ffff, // COMBOBOX_PRESSED_LIST_INSIDE_COLOR - 0x0078acff, // COMBOBOX_PRESSED_LIST_TEXT_COLOR - 0x828282ff, // CHECKBOX_DEFAULT_BORDER_COLOR - 0xffffffff, // CHECKBOX_DEFAULT_INSIDE_COLOR - 0xc8c8c8ff, // CHECKBOX_HOVER_BORDER_COLOR - 0xffffffff, // CHECKBOX_HOVER_INSIDE_COLOR - 0x66e7ffff, // CHECKBOX_CLICK_BORDER_COLOR - 0xddf5ffff, // CHECKBOX_CLICK_INSIDE_COLOR - 0x7bb0d6ff, // CHECKBOX_STATUS_ACTIVE_COLOR - 4, // CHECKBOX_INSIDE_WIDTH - 1, // TEXTBOX_BORDER_WIDTH - 0x828282ff, // TEXTBOX_BORDER_COLOR - 0xf5f5f5ff, // TEXTBOX_INSIDE_COLOR - 0x000000ff, // TEXTBOX_TEXT_COLOR - 0x000000ff, // TEXTBOX_LINE_COLOR - 10 // TEXTBOX_TEXT_FONTSIZE -}; - -// GUI property names (to read/write style text files) -static const char *guiPropertyName[] = { - "GLOBAL_BASE_COLOR", - "GLOBAL_BORDER_COLOR", - "GLOBAL_TEXT_COLOR", - "GLOBAL_TEXT_FONTSIZE", - "GLOBAL_BORDER_WIDTH", - "BACKGROUND_COLOR", - "LABEL_BORDER_WIDTH", - "LABEL_TEXT_COLOR", - "LABEL_TEXT_PADDING", - "BUTTON_BORDER_WIDTH", - "BUTTON_TEXT_PADDING", - "BUTTON_DEFAULT_BORDER_COLOR", - "BUTTON_DEFAULT_INSIDE_COLOR", - "BUTTON_DEFAULT_TEXT_COLOR", - "BUTTON_HOVER_BORDER_COLOR", - "BUTTON_HOVER_INSIDE_COLOR", - "BUTTON_HOVER_TEXT_COLOR", - "BUTTON_PRESSED_BORDER_COLOR", - "BUTTON_PRESSED_INSIDE_COLOR", - "BUTTON_PRESSED_TEXT_COLOR", - "TOGGLE_TEXT_PADDING", - "TOGGLE_BORDER_WIDTH", - "TOGGLE_DEFAULT_BORDER_COLOR", - "TOGGLE_DEFAULT_INSIDE_COLOR", - "TOGGLE_DEFAULT_TEXT_COLOR", - "TOGGLE_HOVER_BORDER_COLOR", - "TOGGLE_HOVER_INSIDE_COLOR", - "TOGGLE_HOVER_TEXT_COLOR", - "TOGGLE_PRESSED_BORDER_COLOR", - "TOGGLE_PRESSED_INSIDE_COLOR", - "TOGGLE_PRESSED_TEXT_COLOR", - "TOGGLE_ACTIVE_BORDER_COLOR", - "TOGGLE_ACTIVE_INSIDE_COLOR", - "TOGGLE_ACTIVE_TEXT_COLOR", - "TOGGLEGROUP_PADDING", - "SLIDER_BORDER_WIDTH", - "SLIDER_BUTTON_BORDER_WIDTH", - "SLIDER_BORDER_COLOR", - "SLIDER_INSIDE_COLOR", - "SLIDER_DEFAULT_COLOR", - "SLIDER_HOVER_COLOR", - "SLIDER_ACTIVE_COLOR", - "SLIDERBAR_BORDER_COLOR", - "SLIDERBAR_INSIDE_COLOR", - "SLIDERBAR_DEFAULT_COLOR", - "SLIDERBAR_HOVER_COLOR", - "SLIDERBAR_ACTIVE_COLOR", - "SLIDERBAR_ZERO_LINE_COLOR", - "PROGRESSBAR_BORDER_COLOR", - "PROGRESSBAR_INSIDE_COLOR", - "PROGRESSBAR_PROGRESS_COLOR", - "PROGRESSBAR_BORDER_WIDTH", - "SPINNER_LABEL_BORDER_COLOR", - "SPINNER_LABEL_INSIDE_COLOR", - "SPINNER_DEFAULT_BUTTON_BORDER_COLOR", - "SPINNER_DEFAULT_BUTTON_INSIDE_COLOR", - "SPINNER_DEFAULT_SYMBOL_COLOR", - "SPINNER_DEFAULT_TEXT_COLOR", - "SPINNER_HOVER_BUTTON_BORDER_COLOR", - "SPINNER_HOVER_BUTTON_INSIDE_COLOR", - "SPINNER_HOVER_SYMBOL_COLOR", - "SPINNER_HOVER_TEXT_COLOR", - "SPINNER_PRESSED_BUTTON_BORDER_COLOR", - "SPINNER_PRESSED_BUTTON_INSIDE_COLOR", - "SPINNER_PRESSED_SYMBOL_COLOR", - "SPINNER_PRESSED_TEXT_COLOR", - "COMBOBOX_PADDING", - "COMBOBOX_BUTTON_WIDTH", - "COMBOBOX_BUTTON_HEIGHT", - "COMBOBOX_BORDER_WIDTH", - "COMBOBOX_DEFAULT_BORDER_COLOR", - "COMBOBOX_DEFAULT_INSIDE_COLOR", - "COMBOBOX_DEFAULT_TEXT_COLOR", - "COMBOBOX_DEFAULT_LIST_TEXT_COLOR", - "COMBOBOX_HOVER_BORDER_COLOR", - "COMBOBOX_HOVER_INSIDE_COLOR", - "COMBOBOX_HOVER_TEXT_COLOR", - "COMBOBOX_HOVER_LIST_TEXT_COLOR", - "COMBOBOX_PRESSED_BORDER_COLOR", - "COMBOBOX_PRESSED_INSIDE_COLOR", - "COMBOBOX_PRESSED_TEXT_COLOR", - "COMBOBOX_PRESSED_LIST_BORDER_COLOR", - "COMBOBOX_PRESSED_LIST_INSIDE_COLOR", - "COMBOBOX_PRESSED_LIST_TEXT_COLOR", - "CHECKBOX_DEFAULT_BORDER_COLOR", - "CHECKBOX_DEFAULT_INSIDE_COLOR", - "CHECKBOX_HOVER_BORDER_COLOR", - "CHECKBOX_HOVER_INSIDE_COLOR", - "CHECKBOX_CLICK_BORDER_COLOR", - "CHECKBOX_CLICK_INSIDE_COLOR", - "CHECKBOX_STATUS_ACTIVE_COLOR", - "CHECKBOX_INSIDE_WIDTH", - "TEXTBOX_BORDER_WIDTH", - "TEXTBOX_BORDER_COLOR", - "TEXTBOX_INSIDE_COLOR", - "TEXTBOX_TEXT_COLOR", - "TEXTBOX_LINE_COLOR", - "TEXTBOX_TEXT_FONTSIZE" -}; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static Color ColorMultiply(Color baseColor, float value); - -#if defined RAYGUI_STANDALONE -static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -static int GetHexValue(Color color); // Returns hexadecimal value for a Color -static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -static const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' - -// NOTE: raygui depend on some raylib input and drawing functions -// TODO: To use raygui as standalone library, those functions must be overwrite by custom ones - -// Input management functions -static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; } -static int IsMouseButtonDown(int button) { return 0; } -static int IsMouseButtonPressed(int button) { return 0; } -static int IsMouseButtonReleased(int button) { return 0; } -static int IsMouseButtonUp(int button) { return 0; } - -static int GetKeyPressed(void) { return 0; } // NOTE: Only used by GuiTextBox() -static int IsKeyDown(int key) { return 0; } // NOTE: Only used by GuiSpinner() - -// Drawing related functions -static int MeasureText(const char *text, int fontSize) { return 0; } -static void DrawText(const char *text, int posX, int posY, int fontSize, Color color) { } -static void DrawRectangleRec(Rectangle rec, Color color) { } -static void DrawRectangle(int posX, int posY, int width, int height, Color color) { DrawRectangleRec((Rectangle){ posX, posY, width, height }, color); } -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Label element, show text -RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text) -{ - #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) - - GuiLabelEx(bounds, text, GetColor(style[LABEL_TEXT_COLOR]), BLANK, BLANK); -} - -// Label element extended, configurable colors -RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, Color textColor, Color border, Color inner) -{ - // Update control - //-------------------------------------------------------------------- - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - if (bounds.width < textWidth) bounds.width = textWidth + style[LABEL_TEXT_PADDING]; - if (bounds.height < textHeight) bounds.height = textHeight + style[LABEL_TEXT_PADDING]/2; - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, border); - DrawRectangle(bounds.x + style[LABEL_BORDER_WIDTH], bounds.y + style[LABEL_BORDER_WIDTH], bounds.width - (2 * style[LABEL_BORDER_WIDTH]), bounds.height - (2 * style[LABEL_BORDER_WIDTH]), inner); - DrawText(text, bounds.x + ((bounds.width/2) - (textWidth/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], textColor); - //-------------------------------------------------------------------- -} - -// Button element, returns true when clicked -RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text) -{ - ButtonState buttonState = BUTTON_DEFAULT; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - // Update control - //-------------------------------------------------------------------- - if (bounds.width < textWidth) bounds.width = textWidth + style[BUTTON_TEXT_PADDING]; - if (bounds.height < textHeight) bounds.height = textHeight + style[BUTTON_TEXT_PADDING]/2; - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) buttonState = BUTTON_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) buttonState = BUTTON_CLICKED; - else buttonState = BUTTON_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (buttonState) - { - case BUTTON_DEFAULT: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2 * style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2 * style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_DEFAULT_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_DEFAULT_TEXT_COLOR])); - } break; - case BUTTON_HOVER: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_HOVER_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2 * style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2 * style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_HOVER_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_HOVER_TEXT_COLOR])); - } break; - case BUTTON_PRESSED: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2 * style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2 * style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_PRESSED_INSIDE_COLOR])); - DrawText(text, bounds.x + ((bounds.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), bounds.y + ((bounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[BUTTON_PRESSED_TEXT_COLOR])); - } break; - case BUTTON_CLICKED: - { - DrawRectangleRec(bounds, GetColor(style[BUTTON_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[BUTTON_BORDER_WIDTH]), (int)(bounds.y + style[BUTTON_BORDER_WIDTH]) , (int)(bounds.width - (2 * style[BUTTON_BORDER_WIDTH])), (int)(bounds.height - (2 * style[BUTTON_BORDER_WIDTH])), GetColor(style[BUTTON_PRESSED_INSIDE_COLOR])); - } break; - default: break; - } - //------------------------------------------------------------------ - - if (buttonState == BUTTON_CLICKED) return true; - else return false; -} - -// Toggle Button element, returns true when active -RAYGUIDEF bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle) -{ - ToggleState toggleState = TOGGLE_UNACTIVE; - Rectangle toggleButton = bounds; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]); - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - // Update control - //-------------------------------------------------------------------- - if (toggleButton.width < textWidth) toggleButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - if (toggleButton.height < textHeight) toggleButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - if (toggle) toggleState = TOGGLE_ACTIVE; - else toggleState = TOGGLE_UNACTIVE; - - if (CheckCollisionPointRec(mousePoint, toggleButton)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) - { - if (toggle) - { - toggle = false; - toggleState = TOGGLE_UNACTIVE; - } - else - { - toggle = true; - toggleState = TOGGLE_ACTIVE; - } - } - else toggleState = TOGGLE_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (toggleState) - { - case TOGGLE_UNACTIVE: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2 * style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2 * style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_DEFAULT_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_DEFAULT_TEXT_COLOR])); - } break; - case TOGGLE_HOVER: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_HOVER_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2 * style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2 * style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_HOVER_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_HOVER_TEXT_COLOR])); - } break; - case TOGGLE_PRESSED: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2 * style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2 * style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_PRESSED_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_PRESSED_TEXT_COLOR])); - } break; - case TOGGLE_ACTIVE: - { - DrawRectangleRec(toggleButton, GetColor(style[TOGGLE_ACTIVE_BORDER_COLOR])); - DrawRectangle((int)(toggleButton.x + style[TOGGLE_BORDER_WIDTH]), (int)(toggleButton.y + style[TOGGLE_BORDER_WIDTH]) , (int)(toggleButton.width - (2 * style[TOGGLE_BORDER_WIDTH])), (int)(toggleButton.height - (2 * style[TOGGLE_BORDER_WIDTH])), GetColor(style[TOGGLE_ACTIVE_INSIDE_COLOR])); - DrawText(text, toggleButton.x + ((toggleButton.width/2) - (MeasureText(text, style[GLOBAL_TEXT_FONTSIZE])/2)), toggleButton.y + ((toggleButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[TOGGLE_ACTIVE_TEXT_COLOR])); - } break; - default: break; - } - //-------------------------------------------------------------------- - - return toggle; -} - -// Toggle Group element, returns toggled button index -RAYGUIDEF int GuiToggleGroup(Rectangle bounds, int toggleNum, char **toggleText, int toggleActive) -{ - for (int i = 0; i < toggleNum; i++) - { - if (i == toggleActive) GuiToggleButton((Rectangle){bounds.x + i*(bounds.width + style[TOGGLEGROUP_PADDING]),bounds.y,bounds.width,bounds.height}, toggleText[i], true); - else if (GuiToggleButton((Rectangle){bounds.x + i*(bounds.width + style[TOGGLEGROUP_PADDING]),bounds.y,bounds.width,bounds.height}, toggleText[i], false) == true) toggleActive = i; - } - - return toggleActive; -} - -// Combo Box element, returns selected item index -RAYGUIDEF int GuiComboBox(Rectangle bounds, int comboNum, char **comboText, int comboActive) -{ - ComboBoxState comboBoxState = COMBOBOX_UNACTIVE; - Rectangle comboBoxButton = bounds; - Rectangle click = { bounds.x + bounds.width + style[COMBOBOX_PADDING], bounds.y, style[COMBOBOX_BUTTON_WIDTH], style[COMBOBOX_BUTTON_HEIGHT] }; - Vector2 mousePoint = GetMousePosition(); - - int textHeight = style[GLOBAL_TEXT_FONTSIZE]; - - for (int i = 0; i < comboNum; i++) - { - if (i == comboActive) - { - // Update control - //-------------------------------------------------------------------- - int textWidth = MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE]); - - if (comboBoxButton.width < textWidth) comboBoxButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - if (comboBoxButton.height < textHeight) comboBoxButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - if (CheckCollisionPointRec(mousePoint, comboBoxButton) || CheckCollisionPointRec(mousePoint, click)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) comboBoxState = COMBOBOX_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) comboBoxState = COMBOBOX_ACTIVE; - else comboBoxState = COMBOBOX_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (comboBoxState) - { - case COMBOBOX_UNACTIVE: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2 * style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_DEFAULT_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_DEFAULT_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_DEFAULT_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_DEFAULT_TEXT_COLOR])); - } break; - case COMBOBOX_HOVER: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2 * style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_HOVER_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_HOVER_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_HOVER_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_HOVER_TEXT_COLOR])); - } break; - case COMBOBOX_PRESSED: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2 * style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_PRESSED_LIST_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_TEXT_COLOR])); - } break; - case COMBOBOX_ACTIVE: - { - DrawRectangleRec(comboBoxButton, GetColor(style[COMBOBOX_PRESSED_BORDER_COLOR])); - DrawRectangle((int)(comboBoxButton.x + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.y + style[COMBOBOX_BORDER_WIDTH]), (int)(comboBoxButton.width - (2 * style[COMBOBOX_BORDER_WIDTH])), (int)(comboBoxButton.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_INSIDE_COLOR])); - - DrawRectangleRec(click, GetColor(style[COMBOBOX_PRESSED_LIST_BORDER_COLOR])); - DrawRectangle((int)(click.x + style[COMBOBOX_BORDER_WIDTH]), (int)(click.y + style[COMBOBOX_BORDER_WIDTH]) , (int)(click.width - (2*style[COMBOBOX_BORDER_WIDTH])), (int)(click.height - (2*style[COMBOBOX_BORDER_WIDTH])), GetColor(style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR])); - DrawText(FormatText("%i/%i", comboActive + 1, comboNum), click.x + ((click.width/2) - (MeasureText(FormatText("%i/%i", comboActive + 1, comboNum), style[GLOBAL_TEXT_FONTSIZE])/2)), click.y + ((click.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_LIST_TEXT_COLOR])); - DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[GLOBAL_TEXT_FONTSIZE])/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[COMBOBOX_PRESSED_TEXT_COLOR])); - } break; - default: break; - } - - //DrawText(comboText[i], comboBoxButton.x + ((comboBoxButton.width/2) - (MeasureText(comboText[i], style[]globalTextFontSize)/2)), comboBoxButton.y + ((comboBoxButton.height/2) - (style[]globalTextFontSize/2)), style[]globalTextFontSize, COMBOBOX_PRESSED_TEXT_COLOR); - //-------------------------------------------------------------------- - } - } - - if (CheckCollisionPointRec(GetMousePosition(), bounds) || CheckCollisionPointRec(GetMousePosition(), click)) - { - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) - { - comboActive += 1; - if(comboActive >= comboNum) comboActive = 0; - } - } - - return comboActive; -} - -// Check Box element, returns true when active -RAYGUIDEF bool GuiCheckBox(Rectangle checkBoxBounds, const char *text, bool checked) -{ - CheckBoxState checkBoxState = CHECKBOX_STATUS; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, checkBoxBounds)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) checkBoxState = CHECKBOX_PRESSED; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) - { - checkBoxState = CHECKBOX_STATUS; - checked = !checked; - } - else checkBoxState = CHECKBOX_HOVER; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (checkBoxState) - { - case CHECKBOX_HOVER: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_HOVER_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_HOVER_INSIDE_COLOR])); - } break; - case CHECKBOX_STATUS: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_DEFAULT_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_DEFAULT_INSIDE_COLOR])); - } break; - case CHECKBOX_PRESSED: - { - DrawRectangleRec(checkBoxBounds, GetColor(style[CHECKBOX_CLICK_BORDER_COLOR])); - DrawRectangle((int)(checkBoxBounds.x + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.y + style[TOGGLE_BORDER_WIDTH]), (int)(checkBoxBounds.width - (2*style[TOGGLE_BORDER_WIDTH])), (int)(checkBoxBounds.height - (2*style[TOGGLE_BORDER_WIDTH])), GetColor(style[CHECKBOX_CLICK_INSIDE_COLOR])); - } break; - default: break; - } - - if (text != NULL) DrawText(text, checkBoxBounds.x + checkBoxBounds.width + 2, checkBoxBounds.y + ((checkBoxBounds.height/2) - (style[GLOBAL_TEXT_FONTSIZE]/2) + 1), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[LABEL_TEXT_COLOR])); - - if (checked) - { - DrawRectangle((int)(checkBoxBounds.x + style[CHECKBOX_INSIDE_WIDTH]), (int)(checkBoxBounds.y + style[CHECKBOX_INSIDE_WIDTH]), (int)(checkBoxBounds.width - (2*style[CHECKBOX_INSIDE_WIDTH])), (int)(checkBoxBounds.height - (2*style[CHECKBOX_INSIDE_WIDTH])), GetColor(style[CHECKBOX_STATUS_ACTIVE_COLOR])); - } - //-------------------------------------------------------------------- - - return checked; -} - -// Slider element, returns selected value -RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue) -{ - SliderState sliderState = SLIDER_DEFAULT; - float buttonTravelDistance = 0; - float sliderPos = 0; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - if (value < minValue) value = minValue; - else if (value >= maxValue) value = maxValue; - - sliderPos = (value - minValue)/(maxValue - minValue); - - Rectangle sliderButton; - sliderButton.width = ((int)(bounds.width - (2 * style[SLIDER_BUTTON_BORDER_WIDTH]))/10 - 8); - sliderButton.height =((int)(bounds.height - ( 2 * style[SLIDER_BORDER_WIDTH] + 2 * style[SLIDER_BUTTON_BORDER_WIDTH]))); - - float sliderButtonMinPos = bounds.x + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH]; - float sliderButtonMaxPos = bounds.x + bounds.width - (style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH] + sliderButton.width); - - buttonTravelDistance = sliderButtonMaxPos - sliderButtonMinPos; - - sliderButton.x = ((int)(bounds.x + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH]) + (sliderPos * buttonTravelDistance)); - sliderButton.y = ((int)(bounds.y + style[SLIDER_BORDER_WIDTH] + style[SLIDER_BUTTON_BORDER_WIDTH])); - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - sliderState = SLIDER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) sliderState = SLIDER_ACTIVE; - - if ((sliderState == SLIDER_ACTIVE) && (IsMouseButtonDown(MOUSE_LEFT_BUTTON))) - { - sliderButton.x = mousePoint.x - sliderButton.width / 2; - - if (sliderButton.x <= sliderButtonMinPos) sliderButton.x = sliderButtonMinPos; - else if (sliderButton.x >= sliderButtonMaxPos) sliderButton.x = sliderButtonMaxPos; - - sliderPos = (sliderButton.x - sliderButtonMinPos) / buttonTravelDistance; - } - } - else sliderState = SLIDER_DEFAULT; - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[SLIDER_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[SLIDER_BORDER_WIDTH]), (int)(bounds.y + style[SLIDER_BORDER_WIDTH]), (int)(bounds.width - (2*style[SLIDER_BORDER_WIDTH])), (int)(bounds.height - (2*style[SLIDER_BORDER_WIDTH])), GetColor(style[SLIDER_INSIDE_COLOR])); - - switch (sliderState) - { - case SLIDER_DEFAULT: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_DEFAULT_COLOR])); break; - case SLIDER_HOVER: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_HOVER_COLOR])); break; - case SLIDER_ACTIVE: DrawRectangleRec(sliderButton, GetColor(style[SLIDER_ACTIVE_COLOR])); break; - default: break; - } - //-------------------------------------------------------------------- - - return minValue + (maxValue - minValue)*sliderPos; -} - -// Slider Bar element, returns selected value -RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue) -{ - SliderState sliderState = SLIDER_DEFAULT; - Vector2 mousePoint = GetMousePosition(); - float fixedValue; - float fixedMinValue; - - fixedValue = value - minValue; - maxValue = maxValue - minValue; - fixedMinValue = 0; - - // Update control - //-------------------------------------------------------------------- - if (fixedValue <= fixedMinValue) fixedValue = fixedMinValue; - else if (fixedValue >= maxValue) fixedValue = maxValue; - - Rectangle sliderBar; - - sliderBar.x = bounds.x + style[SLIDER_BORDER_WIDTH]; - sliderBar.y = bounds.y + style[SLIDER_BORDER_WIDTH]; - sliderBar.width = ((fixedValue*((float)bounds.width - 2*style[SLIDER_BORDER_WIDTH]))/(maxValue - fixedMinValue)); - sliderBar.height = bounds.height - 2*style[SLIDER_BORDER_WIDTH]; - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - sliderState = SLIDER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - sliderState = SLIDER_ACTIVE; - - sliderBar.width = (mousePoint.x - bounds.x - style[SLIDER_BORDER_WIDTH]); - - if (mousePoint.x <= (bounds.x + style[SLIDER_BORDER_WIDTH])) sliderBar.width = 0; - else if (mousePoint.x >= (bounds.x + bounds.width - style[SLIDER_BORDER_WIDTH])) sliderBar.width = bounds.width - 2*style[SLIDER_BORDER_WIDTH]; - } - } - else sliderState = SLIDER_DEFAULT; - - fixedValue = ((float)sliderBar.width*(maxValue - fixedMinValue))/((float)bounds.width - 2*style[SLIDER_BORDER_WIDTH]); - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[SLIDERBAR_BORDER_COLOR])); - DrawRectangle((int)(bounds.x + style[SLIDER_BORDER_WIDTH]), (int)(bounds.y + style[SLIDER_BORDER_WIDTH]) , (int)(bounds.width - (2*style[SLIDER_BORDER_WIDTH])), (int)(bounds.height - (2*style[SLIDER_BORDER_WIDTH])), GetColor(style[SLIDERBAR_INSIDE_COLOR])); - - switch (sliderState) - { - case SLIDER_DEFAULT: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_DEFAULT_COLOR])); break; - case SLIDER_HOVER: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_HOVER_COLOR])); break; - case SLIDER_ACTIVE: DrawRectangleRec(sliderBar, GetColor(style[SLIDERBAR_ACTIVE_COLOR])); break; - default: break; - } - - if (minValue < 0 && maxValue > 0) DrawRectangle((bounds.x + style[SLIDER_BORDER_WIDTH]) - (minValue * ((bounds.width - (style[SLIDER_BORDER_WIDTH]*2))/maxValue)), sliderBar.y, 1, sliderBar.height, GetColor(style[SLIDERBAR_ZERO_LINE_COLOR])); - //-------------------------------------------------------------------- - - return fixedValue + minValue; -} - -// Progress Bar element, shows current progress value -RAYGUIDEF void GuiProgressBar(Rectangle bounds, float value) -{ - if (value > 1.0f) value = 1.0f; - else if (value < 0.0f) value = 0.0f; - - Rectangle progressBar = { bounds.x + style[PROGRESSBAR_BORDER_WIDTH], bounds.y + style[PROGRESSBAR_BORDER_WIDTH], bounds.width - (style[PROGRESSBAR_BORDER_WIDTH] * 2), bounds.height - (style[PROGRESSBAR_BORDER_WIDTH] * 2)}; - Rectangle progressValue = { bounds.x + style[PROGRESSBAR_BORDER_WIDTH], bounds.y + style[PROGRESSBAR_BORDER_WIDTH], value * (bounds.width - (style[PROGRESSBAR_BORDER_WIDTH] * 2)), bounds.height - (style[PROGRESSBAR_BORDER_WIDTH] * 2)}; - - // Draw control - //-------------------------------------------------------------------- - DrawRectangleRec(bounds, GetColor(style[PROGRESSBAR_BORDER_COLOR])); - DrawRectangleRec(progressBar, GetColor(style[PROGRESSBAR_INSIDE_COLOR])); - DrawRectangleRec(progressValue, GetColor(style[PROGRESSBAR_PROGRESS_COLOR])); - //-------------------------------------------------------------------- -} - -// Spinner element, returns selected value -// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR! -RAYGUIDEF int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue) -{ - SpinnerState spinnerState = SPINNER_DEFAULT; - Rectangle labelBoxBound = { bounds.x + bounds.width/4 + 1, bounds.y, bounds.width/2, bounds.height }; - Rectangle leftButtonBound = { bounds.x, bounds.y, bounds.width/4, bounds.height }; - Rectangle rightButtonBound = { bounds.x + bounds.width - bounds.width/4 + 1, bounds.y, bounds.width/4, bounds.height }; - Vector2 mousePoint = GetMousePosition(); - - int textWidth = MeasureText(FormatText("%i", value), style[GLOBAL_TEXT_FONTSIZE]); - //int textHeight = style[GLOBAL_TEXT_FONTSIZE]; // Unused variable - - int buttonSide = 0; - - static int framesCounter = 0; - static bool valueSpeed = false;; - - //if (comboBoxButton.width < textWidth) comboBoxButton.width = textWidth + style[TOGGLE_TEXT_PADDING]; - //if (comboBoxButton.height < textHeight) comboBoxButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2; - - // Update control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, leftButtonBound) || CheckCollisionPointRec(mousePoint, rightButtonBound) || CheckCollisionPointRec(mousePoint, labelBoxBound)) - { - if (IsKeyDown(KEY_LEFT)) - { - spinnerState = SPINNER_PRESSED; - buttonSide = 1; - - if (value > minValue) value -= 1; - } - else if (IsKeyDown(KEY_RIGHT)) - { - spinnerState = SPINNER_PRESSED; - buttonSide = 2; - - if (value < maxValue) value += 1; - } - } - - if (CheckCollisionPointRec(mousePoint, leftButtonBound)) - { - buttonSide = 1; - spinnerState = SPINNER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - if (!valueSpeed) - { - if (value > minValue) value--; - valueSpeed = true; - } - else framesCounter++; - - spinnerState = SPINNER_PRESSED; - - if (value > minValue) - { - if (framesCounter >= 30) value -= 1; - } - } - } - else if (CheckCollisionPointRec(mousePoint, rightButtonBound)) - { - buttonSide = 2; - spinnerState = SPINNER_HOVER; - - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - if (!valueSpeed) - { - if (value < maxValue) value++; - valueSpeed = true; - } - else framesCounter++; - - spinnerState = SPINNER_PRESSED; - - if (value < maxValue) - { - if (framesCounter >= 30) value += 1; - } - } - } - else if (!CheckCollisionPointRec(mousePoint, labelBoxBound)) buttonSide = 0; - - if (IsMouseButtonUp(MOUSE_LEFT_BUTTON)) - { - valueSpeed = false; - framesCounter = 0; - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - switch (spinnerState) - { - case SPINNER_DEFAULT: - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_TEXT_COLOR])); - } break; - case SPINNER_HOVER: - { - if (buttonSide == 1) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_HOVER_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_HOVER_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - } - else if (buttonSide == 2) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_HOVER_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_HOVER_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_SYMBOL_COLOR])); - } - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_HOVER_TEXT_COLOR])); - } break; - case SPINNER_PRESSED: - { - if (buttonSide == 1) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_PRESSED_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - } - else if (buttonSide == 2) - { - DrawRectangleRec(leftButtonBound, GetColor(style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR])); - DrawRectangle(leftButtonBound.x + 2, leftButtonBound.y + 2, leftButtonBound.width - 4, leftButtonBound.height - 4, GetColor(style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR])); - - DrawRectangleRec(rightButtonBound, GetColor(style[SPINNER_PRESSED_BUTTON_BORDER_COLOR])); - DrawRectangle(rightButtonBound.x + 2, rightButtonBound.y + 2, rightButtonBound.width - 4, rightButtonBound.height - 4, GetColor(style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR])); - - DrawText(FormatText("-"), leftButtonBound.x + (leftButtonBound.width/2 - (MeasureText(FormatText("+"), style[GLOBAL_TEXT_FONTSIZE]))/2), leftButtonBound.y + (leftButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_DEFAULT_SYMBOL_COLOR])); - DrawText(FormatText("+"), rightButtonBound.x + (rightButtonBound.width/2 - (MeasureText(FormatText("-"), style[GLOBAL_TEXT_FONTSIZE]))/2), rightButtonBound.y + (rightButtonBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_SYMBOL_COLOR])); - } - - DrawRectangleRec(labelBoxBound, GetColor(style[SPINNER_LABEL_BORDER_COLOR])); - DrawRectangle(labelBoxBound.x + 1, labelBoxBound.y + 1, labelBoxBound.width - 2, labelBoxBound.height - 2, GetColor(style[SPINNER_LABEL_INSIDE_COLOR])); - - DrawText(FormatText("%i", value), labelBoxBound.x + (labelBoxBound.width/2 - textWidth/2), labelBoxBound.y + (labelBoxBound.height/2 - (style[GLOBAL_TEXT_FONTSIZE]/2)), style[GLOBAL_TEXT_FONTSIZE], GetColor(style[SPINNER_PRESSED_TEXT_COLOR])); - } break; - default: break; - } - - return value; -} - -// Text Box element, returns input text -// NOTE: Requires static variables: framesCounter - ERROR! -RAYGUIDEF char *GuiTextBox(Rectangle bounds, char *text) -{ - #define MAX_CHARS_LENGTH 20 - #define KEY_BACKSPACE_TEXT 259 // GLFW BACKSPACE: 3 + 256 - - int initPos = bounds.x + 4; - int letter = -1; - static int framesCounter = 0; - Vector2 mousePoint = GetMousePosition(); - - // Update control - //-------------------------------------------------------------------- - framesCounter++; - - letter = GetKeyPressed(); - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - if (letter != -1) - { - if (letter == KEY_BACKSPACE_TEXT) - { - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if ((text[i] == '\0') && (i > 0)) - { - text[i - 1] = '\0'; - break; - } - } - - text[MAX_CHARS_LENGTH - 1] = '\0'; - } - else - { - if ((letter >= 32) && (letter < 127)) - { - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if (text[i] == '\0') - { - text[i] = (char)letter; - break; - } - } - } - } - } - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - if (CheckCollisionPointRec(mousePoint, bounds)) DrawRectangleRec(bounds, GetColor(style[TOGGLE_ACTIVE_BORDER_COLOR])); - else DrawRectangleRec(bounds, GetColor(style[TEXTBOX_BORDER_COLOR])); - - DrawRectangle(bounds.x + style[TEXTBOX_BORDER_WIDTH], bounds.y + style[TEXTBOX_BORDER_WIDTH], bounds.width - (style[TEXTBOX_BORDER_WIDTH] * 2), bounds.height - (style[TEXTBOX_BORDER_WIDTH] * 2), GetColor(style[TEXTBOX_INSIDE_COLOR])); - - for (int i = 0; i < MAX_CHARS_LENGTH; i++) - { - if (text[i] == '\0') break; - - DrawText(FormatText("%c", text[i]), initPos, bounds.y + style[TEXTBOX_TEXT_FONTSIZE], style[TEXTBOX_TEXT_FONTSIZE], GetColor(style[TEXTBOX_TEXT_COLOR])); - - initPos += (MeasureText(FormatText("%c", text[i]), style[GLOBAL_TEXT_FONTSIZE]) + 2); - //initPos += ((GetDefaultFont().charRecs[(int)text[i] - 32].width + 2)); - } - - if ((framesCounter/20)%2 && CheckCollisionPointRec(mousePoint, bounds)) DrawRectangle(initPos + 2, bounds.y + 5, 1, 20, GetColor(style[TEXTBOX_LINE_COLOR])); - //-------------------------------------------------------------------- - - return text; -} - -// Save current GUI style into a text file -RAYGUIDEF void SaveGuiStyle(const char *fileName) -{ - FILE *styleFile = fopen(fileName, "wt"); - - for (int i = 0; i < NUM_PROPERTIES; i++) fprintf(styleFile, "%-40s0x%x\n", guiPropertyName[i], GetStyleProperty(i)); - - fclose(styleFile); -} - -// Load GUI style from a text file -RAYGUIDEF void LoadGuiStyle(const char *fileName) -{ - #define MAX_STYLE_PROPERTIES 128 - - typedef struct { - char id[64]; - int value; - } StyleProperty; - - StyleProperty *styleProp = (StyleProperty *)RAYGUI_MALLOC(MAX_STYLE_PROPERTIES*sizeof(StyleProperty));; - int counter = 0; - - FILE *styleFile = fopen(fileName, "rt"); - - while (!feof(styleFile)) - { - fscanf(styleFile, "%s %i\n", styleProp[counter].id, &styleProp[counter].value); - counter++; - } - - fclose(styleFile); - - for (int i = 0; i < counter; i++) - { - for (int j = 0; j < NUM_PROPERTIES; j++) - { - if (strcmp(styleProp[i].id, guiPropertyName[j]) == 0) - { - // Assign correct property to style - style[j] = styleProp[i].value; - } - } - } - - RAYGUI_FREE(styleProp); -} - -// Set one style property value -RAYGUIDEF void SetStyleProperty(int guiProperty, int value) -{ - #define NUM_COLOR_SAMPLES 10 - - if (guiProperty == GLOBAL_BASE_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_BASE_COLOR] = value; - style[BACKGROUND_COLOR] = GetHexValue(fadeColor[3]); - style[BUTTON_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[BUTTON_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[BUTTON_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[TOGGLE_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[TOGGLE_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_ACTIVE_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[SLIDER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SLIDER_DEFAULT_COLOR] = GetHexValue(fadeColor[6]); - style[SLIDER_HOVER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDER_ACTIVE_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDERBAR_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SLIDERBAR_DEFAULT_COLOR] = GetHexValue(fadeColor[6]); - style[SLIDERBAR_HOVER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDERBAR_ACTIVE_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDERBAR_ZERO_LINE_COLOR] = GetHexValue(fadeColor[8]); - style[PROGRESSBAR_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[PROGRESSBAR_PROGRESS_COLOR] = GetHexValue(fadeColor[6]); - style[SPINNER_LABEL_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_DEFAULT_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_HOVER_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[SPINNER_PRESSED_BUTTON_INSIDE_COLOR] = GetHexValue(fadeColor[5]); - style[COMBOBOX_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_HOVER_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_PRESSED_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_LIST_INSIDE_COLOR] = GetHexValue(fadeColor[8]); - style[CHECKBOX_DEFAULT_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - style[CHECKBOX_CLICK_INSIDE_COLOR] = GetHexValue(fadeColor[6]); - style[CHECKBOX_STATUS_ACTIVE_COLOR] = GetHexValue(fadeColor[8]); - style[TEXTBOX_INSIDE_COLOR] = GetHexValue(fadeColor[4]); - } - else if (guiProperty == GLOBAL_BORDER_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_BORDER_COLOR] = value; - style[BUTTON_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[BUTTON_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[BUTTON_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[TOGGLE_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[TOGGLE_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_ACTIVE_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[SLIDER_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SLIDERBAR_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[PROGRESSBAR_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_LABEL_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_DEFAULT_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[SPINNER_HOVER_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_PRESSED_BUTTON_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[COMBOBOX_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_PRESSED_LIST_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[CHECKBOX_DEFAULT_BORDER_COLOR] = GetHexValue(fadeColor[7]); - style[CHECKBOX_HOVER_BORDER_COLOR] = GetHexValue(fadeColor[8]); - style[CHECKBOX_CLICK_BORDER_COLOR] = GetHexValue(fadeColor[9]); - style[TEXTBOX_BORDER_COLOR] = GetHexValue(fadeColor[7]); - } - else if (guiProperty == GLOBAL_TEXT_COLOR) - { - Color baseColor = GetColor(value); - Color fadeColor[NUM_COLOR_SAMPLES]; - - for (int i = 0; i < NUM_COLOR_SAMPLES; i++) fadeColor[i] = ColorMultiply(baseColor, 1.0f - (float)i/(NUM_COLOR_SAMPLES - 1)); - - style[GLOBAL_TEXT_COLOR] = value; - style[LABEL_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[BUTTON_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[BUTTON_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[BUTTON_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[TOGGLE_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[TOGGLE_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[TOGGLE_ACTIVE_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[SPINNER_DEFAULT_SYMBOL_COLOR] = GetHexValue(fadeColor[9]); - style[SPINNER_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[SPINNER_HOVER_SYMBOL_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[SPINNER_PRESSED_SYMBOL_COLOR] = GetHexValue(fadeColor[5]); - style[SPINNER_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[5]); - style[COMBOBOX_DEFAULT_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_DEFAULT_LIST_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[COMBOBOX_HOVER_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_HOVER_LIST_TEXT_COLOR] = GetHexValue(fadeColor[8]); - style[COMBOBOX_PRESSED_TEXT_COLOR] = GetHexValue(fadeColor[4]); - style[COMBOBOX_PRESSED_LIST_TEXT_COLOR] = GetHexValue(fadeColor[4]); - style[TEXTBOX_TEXT_COLOR] = GetHexValue(fadeColor[9]); - style[TEXTBOX_LINE_COLOR] = GetHexValue(fadeColor[6]); - } - else style[guiProperty] = value; - -} - -// Get one style property value -RAYGUIDEF int GetStyleProperty(int guiProperty) { return style[guiProperty]; } - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -static Color ColorMultiply(Color baseColor, float value) -{ - Color multColor = baseColor; - - if (value > 1.0f) value = 1.0f; - else if (value < 0.0f) value = 0.0f; - - multColor.r += (255 - multColor.r)*value; - multColor.g += (255 - multColor.g)*value; - multColor.b += (255 - multColor.b)*value; - - return multColor; -} - -#if defined (RAYGUI_STANDALONE) -// Returns a Color struct from hexadecimal value -static Color GetColor(int hexValue) -{ - Color color; - - color.r = (unsigned char)(hexValue >> 24) & 0xFF; - color.g = (unsigned char)(hexValue >> 16) & 0xFF; - color.b = (unsigned char)(hexValue >> 8) & 0xFF; - color.a = (unsigned char)hexValue & 0xFF; - - return color; -} - -// Returns hexadecimal value for a Color -static int GetHexValue(Color color) -{ - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); -} - -// Check if point is inside rectangle -static bool CheckCollisionPointRec(Vector2 point, Rectangle rec) -{ - bool collision = false; - - if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; - - return collision; -} - -// Formatting of text with variables to 'embed' -static const char *FormatText(const char *text, ...) -{ - #define MAX_FORMATTEXT_LENGTH 64 - - static char buffer[MAX_FORMATTEXT_LENGTH]; - - va_list args; - va_start(args, text); - vsprintf(buffer, text, args); - va_end(args); - - return buffer; -} -#endif - -#endif // RAYGUI_IMPLEMENTATION - diff --git a/src/raylib.h b/src/raylib.h index 19c67712..e6e510a9 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib 1.5.0 (www.raylib.com) +* raylib 1.6.0 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * @@ -81,6 +81,14 @@ typedef struct android_app; // Define android_app struct (android_native_app_glue.h) #endif +#if defined(_WIN32) && defined(BUILDING_DLL) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL +#elif defined(_WIN32) && defined(RAYLIB_DLL) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL +#else + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) +#endif + //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- @@ -93,11 +101,12 @@ // raylib Config Flags #define FLAG_FULLSCREEN_MODE 1 -#define FLAG_SHOW_LOGO 2 -#define FLAG_SHOW_MOUSE_CURSOR 4 -#define FLAG_CENTERED_MODE 8 -#define FLAG_MSAA_4X_HINT 16 -#define FLAG_VSYNC_HINT 32 +#define FLAG_RESIZABLE_WINDOW 2 +#define FLAG_SHOW_LOGO 4 +#define FLAG_SHOW_MOUSE_CURSOR 8 +#define FLAG_CENTERED_MODE 16 +#define FLAG_MSAA_4X_HINT 32 +#define FLAG_VSYNC_HINT 64 // Keyboard Function Keys #define KEY_SPACE 32 @@ -185,17 +194,20 @@ #define GAMEPAD_PLAYER4 3 // Not supported // Gamepad Buttons -// NOTE: Adjusted for a PS3 USB Controller -#define GAMEPAD_BUTTON_A 2 -#define GAMEPAD_BUTTON_B 1 -#define GAMEPAD_BUTTON_X 3 -#define GAMEPAD_BUTTON_Y 4 -#define GAMEPAD_BUTTON_R1 7 -#define GAMEPAD_BUTTON_R2 5 -#define GAMEPAD_BUTTON_L1 6 -#define GAMEPAD_BUTTON_L2 8 -#define GAMEPAD_BUTTON_SELECT 9 -#define GAMEPAD_BUTTON_START 10 + +// PS3 USB Controller +#define GAMEPAD_PS3_BUTTON_A 2 +#define GAMEPAD_PS3_BUTTON_B 1 +#define GAMEPAD_PS3_BUTTON_X 3 +#define GAMEPAD_PS3_BUTTON_Y 4 +#define GAMEPAD_PS3_BUTTON_R1 7 +#define GAMEPAD_PS3_BUTTON_R2 5 +#define GAMEPAD_PS3_BUTTON_L1 6 +#define GAMEPAD_PS3_BUTTON_L2 8 +#define GAMEPAD_PS3_BUTTON_SELECT 9 +#define GAMEPAD_PS3_BUTTON_START 10 + +// TODO: Add PS3 d-pad axis // Xbox360 USB Controller Buttons #define GAMEPAD_XBOX_BUTTON_A 0 @@ -233,44 +245,56 @@ #define ANDROID_VOLUME_UP 24 #define ANDROID_VOLUME_DOWN 25 +// NOTE: MSC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized from { } initializers. +#ifdef __cplusplus + #define CLITERAL +#else + #define CLITERAL (Color) +#endif + // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray -#define GRAY (Color){ 130, 130, 130, 255 } // Gray -#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow -#define GOLD (Color){ 255, 203, 0, 255 } // Gold -#define ORANGE (Color){ 255, 161, 0, 255 } // Orange -#define PINK (Color){ 255, 109, 194, 255 } // Pink -#define RED (Color){ 230, 41, 55, 255 } // Red -#define MAROON (Color){ 190, 33, 55, 255 } // Maroon -#define GREEN (Color){ 0, 228, 48, 255 } // Green -#define LIME (Color){ 0, 158, 47, 255 } // Lime -#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue -#define BLUE (Color){ 0, 121, 241, 255 } // Blue -#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue -#define PURPLE (Color){ 200, 122, 255, 255 } // Purple -#define VIOLET (Color){ 135, 60, 190, 255 } // Violet -#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple -#define BEIGE (Color){ 211, 176, 131, 255 } // Beige -#define BROWN (Color){ 127, 106, 79, 255 } // Brown -#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown +#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink +#define RED CLITERAL{ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green +#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown -#define WHITE (Color){ 255, 255, 255, 255 } // White -#define BLACK (Color){ 0, 0, 0, 255 } // Black -#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta -#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) +#define WHITE CLITERAL{ 255, 255, 255, 255 } // White +#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif @@ -393,7 +417,7 @@ typedef struct Mesh { // Shader type (generic shader) typedef struct Shader { unsigned int id; // Shader program id - + // Vertex attributes locations (default locations) int vertexLoc; // Vertex attribute location point (default-location = 0) int texcoordLoc; // Texcoord attribute location point (default-location = 1) @@ -404,8 +428,10 @@ typedef struct Shader { // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Diffuse color uniform location point (fragment shader) - + int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) + int colAmbientLoc; // Ambient color uniform location point (fragment shader) + int colSpecularLoc; // Specular color uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) @@ -419,11 +445,11 @@ typedef struct Material { Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) - + Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color - + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; @@ -439,14 +465,14 @@ typedef struct LightData { unsigned int id; // Light unique id bool enabled; // Light enabled int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - + Vector3 position; // Light position - Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float radius; // Light attenuation radius light intensity reduced with distance (world distance) - + Color diffuse; // Light diffuse color float intensity; // Light intensity level - + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; @@ -459,21 +485,38 @@ typedef struct Ray { Vector3 direction; // Ray direction } Ray; -// Sound source type -typedef struct Sound { - unsigned int source; // Sound audio source id - unsigned int buffer; // Sound audio buffer id -} Sound; - // Wave type, defines audio wave data typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; // Samples per second to be played - short bitsPerSample; // Sample size in bits - short channels; } Wave; +// Sound source type +typedef struct Sound { + unsigned int source; // OpenAL audio source id + unsigned int buffer; // OpenAL audio buffer id + int format; // OpenAL audio format specifier +} Sound; + +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct MusicData *Music; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + + int format; // OpenAL audio format specifier + unsigned int source; // OpenAL audio source id + unsigned int buffers[2]; // OpenAL audio buffers (double buffering) +} AudioStream; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -516,20 +559,14 @@ typedef enum { GESTURE_PINCH_OUT = 512 } Gestures; -// Touch action (fingers or mouse) -typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; - -// Gesture events -// NOTE: MAX_TOUCH_POINTS fixed to 2 -typedef struct GestureEvent { - int touchAction; - int pointCount; - int pointerId[MAX_TOUCH_POINTS]; - Vector2 position[MAX_TOUCH_POINTS]; -} GestureEvent; - // Camera system modes -typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON +} CameraMode; // Head Mounted Display devices typedef enum { @@ -557,94 +594,94 @@ extern "C" { // Prevents name mangling of functions // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) -void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics +RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics #endif -void CloseWindow(void); // Close Window and Terminate Context -bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -int GetScreenWidth(void); // Get current screen width -int GetScreenHeight(void); // Get current screen height +RLAPI void CloseWindow(void); // Close Window and Terminate Context +RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height -void ShowCursor(void); // Shows cursor -void HideCursor(void); // Hides cursor -bool IsCursorHidden(void); // Returns true if cursor is not visible -void EnableCursor(void); // Enables cursor -void DisableCursor(void); // Disables cursor +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor +RLAPI void DisableCursor(void); // Disables cursor -void ClearBackground(Color color); // Sets Background Color -void BeginDrawing(void); // Setup drawing canvas to start drawing -void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) +RLAPI void ClearBackground(Color color); // Sets Background Color +RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) -void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -void End2dMode(void); // Ends 2D mode custom camera usage -void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode -void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing -void EndTextureMode(void); // Ends drawing to render texture +RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +RLAPI void End2dMode(void); // Ends 2D mode custom camera usage +RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture -Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position -Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(void); // Returns current FPS -float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for one frame -Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -int GetHexValue(Color color); // Returns hexadecimal value for a Color -float *ColorToFloat(Color color); // Converts Color to float array and normalizes -float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array -float *MatrixToFloat(Matrix mat); // Converts Matrix to float array +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color +RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes +RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array -int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) -Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -void SetConfigFlags(char flags); // Setup some window configuration flags -void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) +RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags +RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -bool IsFileDropped(void); // Check if a file have been dropped into window -char **GetDroppedFiles(int *count); // Retrieve dropped files into window -void ClearDroppedFiles(void); // Clear dropped files paths buffer +RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer -void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -int StorageLoadValue(int position); // Storage load integer value (from defined position) +RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -bool IsKeyPressed(int key); // Detect if a key has been pressed once -bool IsKeyDown(int key); // Detect if a key is being pressed -bool IsKeyReleased(int key); // Detect if a key has been released once -bool IsKeyUp(int key); // Detect if a key is NOT being pressed -int GetKeyPressed(void); // Get latest key pressed -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis -bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed #endif -bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -int GetMouseX(void); // Returns mouse position X -int GetMouseY(void); // Returns mouse position Y -Vector2 GetMousePosition(void); // Returns mouse position XY -void SetMousePosition(Vector2 position); // Set mouse position XY -int GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y -int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) -int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) #if defined(PLATFORM_ANDROID) bool IsButtonPressed(int button); // Detect if an android physic button has been pressed @@ -655,254 +692,262 @@ bool IsButtonReleased(int button); // Detect if an android //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -bool IsGestureDetected(int gesture); // Check if a gesture have been detected -void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures -void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) - -int GetTouchPointsCount(void); // Get touch points count -int GetGestureDetected(void); // Get latest detected gesture -float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -Vector2 GetGestureDragVector(void); // Get gesture drag vector -float GetGestureDragAngle(void); // Get gesture drag angle -Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) -void UpdateCamera(Camera *camera); // Update camera (player position is ignored) -void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) +RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode -void SetCameraPosition(Vector3 position); // Set internal camera position -void SetCameraTarget(Vector3 target); // Set internal camera target -void SetCameraFovy(float fovy); // Set internal camera field-of-view-y - -void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) - -void SetCameraMoveControls(int frontKey, int backKey, - int leftKey, int rightKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) +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, + int rightKey, int leftKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ -void DrawPixel(int posX, int posY, Color color); // Draw a pixel -void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle -void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points -void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines -bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision -bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory -Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) -void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) -void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) -void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) -Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) -void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image -void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) -void ImageFlipVertical(Image *image); // Flip image vertically -void ImageFlipHorizontal(Image *image); // Flip image horizontally -void ImageColorTint(Image *image, Color color); // Modify image color: tint -void ImageColorInvert(Image *image); // Modify image color: invert -void ImageColorGrayscale(Image *image); // Modify image color: grayscale -void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture -void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data +RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data -void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D -void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 -void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle -void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ -SpriteFont GetDefaultFont(void); // Get the default SpriteFont -SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory -void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters - int fontSize, int spacing, Color tint); -int MeasureText(const char *text, int fontSize); // Measure string width for default font -Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + float fontSize, int spacing, Color tint); +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont -void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner -const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' -const char *SubText(const char *text, int position, int length); // Get a piece of a text string +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube -void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured -void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -void DrawRay(Ray ray, Color color); // Draw a ray line -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawLight(Light light); // Draw light in 3D world -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -void UnloadModel(Model model); // Unload 3d model from memory +RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +RLAPI void UnloadModel(Model model); // Unload 3d model from memory -Material LoadMaterial(const char *fileName); // Load material data (from file) -Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -void UnloadMaterial(Material material); // Unload material textures from VRAM +RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap - // NOTE: Return the normal vector of the impacted surface //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory -Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get standard shader -Texture2D GetDefaultTexture(void); // Get default texture +RLAPI Shader GetDefaultShader(void); // Get default shader +RLAPI Shader GetStandardShader(void); // Get standard shader +RLAPI Texture2D GetDefaultTexture(void); // Get default texture -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -void DestroyLight(Light light); // Destroy a light and take it out of the list +RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list //------------------------------------------------------------------------------------ // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int vdDevice); // Init VR device -void CloseVrDevice(void); // Close VR device -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) -bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +RLAPI void InitVrDevice(int vdDevice); // Init VR device +RLAPI void CloseVrDevice(void); // Close VR device +RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation) +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ -void InitAudioDevice(void); // Initialize audio device and context -void CloseAudioDevice(void); // Close the audio device and context (and music stream) -bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -Sound LoadSound(char *fileName); // Load sound to memory -Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -void UnloadSound(Sound sound); // Unload sound -void PlaySound(Sound sound); // Play a sound -void PauseSound(Sound sound); // Pause a sound -void StopSound(Sound sound); // Stop playing a sound -bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing -void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM +RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) +RLAPI Sound LoadSound(const char *fileName); // Load sound to memory +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +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 +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) -void UpdateMusicStream(int index); // Updates buffers for music streaming -void StopMusicStream(int index); // Stop music playing (close stream) -void PauseMusicStream(int index); // Pause music playing -void ResumeMusicStream(int index); // Resume playing paused music -bool IsMusicPlaying(int index); // Check if music is playing -void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) -void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) -float GetMusicTimeLength(int index); // Get current music time length (in seconds) -float GetMusicTimePlayed(int index); // Get current music time played (in seconds) -int GetMusicStreamCount(void); // Get number of streams loaded +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream #ifdef __cplusplus } diff --git a/src/rlgl.c b/src/rlgl.c index 6477efaa..244de52c 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -337,6 +337,8 @@ static int screenHeight; // Default framebuffer height // Lighting data static Light lights[MAX_LIGHTS]; // Lights pool static int lightsCount = 0; // Enabled lights counter +static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light: + // enabled, type, position, target, radius, diffuse, intensity, coneAngle //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -362,9 +364,10 @@ static void SetStereoConfig(VrDeviceInfo info); // Set internal projection and modelview matrix depending on eyes tracking data static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); -static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array +static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS) +static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights -static char *ReadTextFile(const char *fileName); // Read chars array from text file +static char *ReadTextFile(const char *fileName); // Read chars array from text file #endif #if defined(RLGL_OCULUS_SUPPORT) @@ -415,14 +418,14 @@ void rlMatrixMode(int mode) } } -void rlFrustum(double left, double right, double bottom, double top, double near, double far) +void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar) { - glFrustum(left, right, bottom, top, near, far); + glFrustum(left, right, bottom, top, zNear, zFar); } -void rlOrtho(double left, double right, double bottom, double top, double near, double far) +void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar) { - glOrtho(left, right, bottom, top, near, far); + glOrtho(left, right, bottom, top, zNear, zFar); } void rlPushMatrix(void) { glPushMatrix(); } @@ -705,7 +708,7 @@ void rlVertex3f(float x, float y, float z) case RL_LINES: { // Verify that MAX_LINES_BATCH limit not reached - if (lines.vCounter / 2 < MAX_LINES_BATCH) + if (lines.vCounter/2 < MAX_LINES_BATCH) { lines.vertices[3*lines.vCounter] = x; lines.vertices[3*lines.vCounter + 1] = y; @@ -719,7 +722,7 @@ void rlVertex3f(float x, float y, float z) case RL_TRIANGLES: { // Verify that MAX_TRIANGLES_BATCH limit not reached - if (triangles.vCounter / 3 < MAX_TRIANGLES_BATCH) + if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH) { triangles.vertices[3*triangles.vCounter] = x; triangles.vertices[3*triangles.vCounter + 1] = y; @@ -733,7 +736,7 @@ void rlVertex3f(float x, float y, float z) case RL_QUADS: { // Verify that MAX_QUADS_BATCH limit not reached - if (quads.vCounter / 4 < MAX_QUADS_BATCH) + if (quads.vCounter/4 < MAX_QUADS_BATCH) { quads.vertices[3*quads.vCounter] = x; quads.vertices[3*quads.vCounter + 1] = y; @@ -1056,8 +1059,13 @@ void rlglInit(int width, int height) // We get a list of available extensions and we check for some of them (compressed textures) // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - const char *extList[numExt]; +#ifdef _MSC_VER + const char **extList = malloc(sizeof(const char *)*numExt); +#else + const char *extList[numExt]; +#endif + for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -1137,6 +1145,10 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true; } +#ifdef _MSC_VER + free(extList); +#endif + #if defined(GRAPHICS_API_OPENGL_ES2) if (vaoSupported) TraceLog(INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully"); else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported"); @@ -1275,14 +1287,20 @@ void rlglLoadExtensions(void *loader) { #if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); - else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); + #ifndef __APPLE__ + if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); + else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); + #endif #if defined(GRAPHICS_API_OPENGL_21) - if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported"); + #ifndef __APPLE__ + if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported"); + #endif #elif defined(GRAPHICS_API_OPENGL_33) - if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported"); - else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported"); + #ifndef __APPLE__ + if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported"); + else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported"); + #endif #endif // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans @@ -1924,9 +1942,14 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glUseProgram(material.shader.id); // Upload to shader material.colDiffuse - float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; - glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse); + glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255); + // Upload to shader material.colAmbient (if available) + if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); + + // Upload to shader material.colSpecular (if available) + if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); + // At this point the modelview matrix just contains the view matrix (camera) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) @@ -1935,32 +1958,35 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Calculate model-view matrix combining matModel and matView Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates - // Check if using standard shader to get location points - // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations) - if (material.shader.id == standardShader.id) + // If not using default shader, we check for some additional location points + // NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one + if (material.shader.id != defaultShader.id) { - // Transpose and inverse model transformations matrix for fragment normal calculations - Matrix transInvTransform = transform; - MatrixTranspose(&transInvTransform); - MatrixInvert(&transInvTransform); - - // Send model transformations matrix to shader - glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform)); - - // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position) - glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10); - - // Setup shader uniforms for lights - SetShaderLights(material.shader); - - // Upload to shader material.colAmbient - glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); - - // Upload to shader material.colSpecular - glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); - - // Upload to shader glossiness - glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness); + // Check if model matrix is located in shader and upload value + int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix"); + if (modelMatrixLoc != -1) + { + // Transpose and inverse model transformations matrix for fragment normal calculations + Matrix transInvTransform = transform; + MatrixTranspose(&transInvTransform); + MatrixInvert(&transInvTransform); + + // Send model transformations matrix to shader + glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform)); + } + + // Check if view direction is located in shader and upload value + // NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position) + int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir"); + if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10); + + // Check if glossiness is located in shader and upload value + int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness"); + if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness); + + // Set shader lights values for enabled lights + // NOTE: Lights array location points are obtained on shader loading (if available) + if (lightsCount > 0) SetShaderLightsValues(material.shader); } // Set shader textures (diffuse, normal, specular) @@ -2544,11 +2570,13 @@ void DestroyLight(Light light) { if (light != NULL) { + int lightId = light->id; + // Free dynamic memory allocation - free(lights[light->id]); - + free(lights[lightId]); + // Remove *obj from the pointers array - for (int i = light->id; i < lightsCount; i++) + for (int i = lightId; i < lightsCount; i++) { // Resort all the following pointers of the array if ((i + 1) < lightsCount) @@ -2556,7 +2584,6 @@ void DestroyLight(Light light) lights[i] = lights[i + 1]; lights[i]->id = lights[i + 1]->id; } - else free(lights[i]); } // Decrease enabled physic objects count @@ -2885,11 +2912,18 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else char log[maxLength]; - +#endif glGetShaderInfoLog(vertexShader, maxLength, &length, log); TraceLog(INFO, "%s", log); + +#ifdef _MSC_VER + free(log); +#endif } else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); @@ -2906,11 +2940,18 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else char log[maxLength]; - +#endif glGetShaderInfoLog(fragmentShader, maxLength, &length, log); TraceLog(INFO, "%s", log); + +#ifdef _MSC_VER + free(log); +#endif } else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); @@ -2944,12 +2985,18 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else char log[maxLength]; - +#endif glGetProgramInfoLog(program, maxLength, &length, log); TraceLog(INFO, "%s", log); - + +#ifdef _MSC_VER + free(log); +#endif glDeleteProgram(program); program = 0; @@ -3064,7 +3111,7 @@ static Shader LoadStandardShader(void) shader = GetDefaultShader(); } #else - shader = defaultShader; + shader = GetDefaultShader(); TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id); #endif @@ -3076,12 +3123,12 @@ static Shader LoadStandardShader(void) static void LoadDefaultShaderLocations(Shader *shader) { // NOTE: Default shader attrib locations have been fixed before linking: - // vertex position location = 0 - // vertex texcoord location = 1 - // vertex normal location = 2 - // vertex color location = 3 - // vertex tangent location = 4 - // vertex texcoord2 location = 5 + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); @@ -3095,10 +3142,18 @@ static void LoadDefaultShaderLocations(Shader *shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) - shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); + shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse"); + shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient"); + shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular"); + shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0"); shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1"); shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2"); + + // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) + + // Try to get lights location points (if available) + GetShaderLightsLocations(*shader); } // Unload default shader @@ -3389,7 +3444,7 @@ static void DrawDefaultBuffers(int eyesCount) Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(currentShader.mapTexture0Loc, 0); // NOTE: Additional map textures not considered for default buffers drawing @@ -3487,7 +3542,7 @@ static void DrawDefaultBuffers(int eyesCount) for (int i = 0; i < drawsCounter; i++) { quadsCount = draws[i].vertexCount/4; - numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad + numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); @@ -3584,82 +3639,100 @@ static void UnloadDefaultBuffers(void) free(quads.indices); } -// Setup shader uniform values for lights array -// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f -static void SetShaderLights(Shader shader) +// Get shader locations for lights (up to MAX_LIGHTS) +static void GetShaderLightsLocations(Shader shader) { - int locPoint = -1; - char locName[32] = "lights[x].position\0"; - + char locName[32] = "lights[x].\0"; + char locNameUpdated[64]; + for (int i = 0; i < MAX_LIGHTS; i++) { locName[7] = '0' + i; + + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "enabled\0"); + lightsLocs[i][0] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "type\0"); + lightsLocs[i][1] = glGetUniformLocation(shader.id, locNameUpdated); - if (lights[i] != NULL) // Only upload registered lights data + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "position\0"); + lightsLocs[i][2] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "direction\0"); + lightsLocs[i][3] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "radius\0"); + lightsLocs[i][4] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "diffuse\0"); + lightsLocs[i][5] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "intensity\0"); + lightsLocs[i][6] = glGetUniformLocation(shader.id, locNameUpdated); + + locNameUpdated[0] = '\0'; + strcpy(locNameUpdated, locName); + strcat(locNameUpdated, "coneAngle\0"); + lightsLocs[i][7] = glGetUniformLocation(shader.id, locNameUpdated); + } +} + +// Set shader uniform values for lights +// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 +static void SetShaderLightsValues(Shader shader) +{ + for (int i = 0; i < MAX_LIGHTS; i++) + { + if (i < lightsCount) { - memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->enabled); - - memcpy(&locName[10], "type\0", strlen("type\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, lights[i]->type); - - memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); - - memcpy(&locName[10], "intensity\0", strlen("intensity\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform1f(locPoint, lights[i]->intensity); + glUniform1i(lightsLocs[i][0], lights[i]->enabled); + + glUniform1i(lightsLocs[i][1], lights[i]->type); + glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); + glUniform1f(lightsLocs[i][6], lights[i]->intensity); switch (lights[i]->type) { case LIGHT_POINT: { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - memcpy(&locName[10], "radius\0", strlen("radius\0") + 2); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->radius); + glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + glUniform1f(lightsLocs[i][4], lights[i]->radius); } break; case LIGHT_DIRECTIONAL: { - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); + glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; case LIGHT_SPOT: { - memcpy(&locName[10], "position\0", strlen("position\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); - locPoint = GetShaderLocation(shader, locName); - - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); - glUniform3f(locPoint, direction.x, direction.y, direction.z); + glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); - memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); - locPoint = GetShaderLocation(shader, locName); - glUniform1f(locPoint, lights[i]->coneAngle); + glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); } break; default: break; } - - // TODO: Pass to the shader any other required data from LightData struct } - else // Not enabled lights + else { - memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); - locPoint = GetShaderLocation(shader, locName); - glUniform1i(locPoint, 0); + glUniform1i(lightsLocs[i][0], 0); // Light disabled } } } diff --git a/src/rlgl.h b/src/rlgl.h index 425871a9..5fc9f8b9 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -107,7 +107,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; // byte type typedef unsigned char byte; - + // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -117,7 +117,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; } Color; // Texture formats (support depends on OpenGL version) - typedef enum { + typedef enum { UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) UNCOMPRESSED_GRAY_ALPHA, UNCOMPRESSED_R5G6B5, // 16 bpp @@ -157,7 +157,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; // Shader type (generic shader) typedef struct Shader { unsigned int id; // Shader program id - + // Vertex attributes locations (default locations) int vertexLoc; // Vertex attribute location point (default-location = 0) int texcoordLoc; // Texcoord attribute location point (default-location = 1) @@ -168,8 +168,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Color uniform location point (fragment shader) - + int colDiffuseLoc; // Color uniform location point (fragment shader) + int colAmbientLoc; // Ambient color uniform location point (fragment shader) + int colSpecularLoc; // Specular color uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) @@ -185,14 +187,14 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat) } Texture2D; - + // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { unsigned int id; // Render texture (fbo) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; - + // Material type typedef struct Material { Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) @@ -204,10 +206,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color - + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; - + // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; // Camera position @@ -225,22 +227,22 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; Vector3 position; // Light position Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float radius; // Light attenuation radius light intensity reduced with distance (world distance) - + Color diffuse; // Light diffuse color float intensity; // Light intensity level - + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; - + // Light types typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; - + // TraceLog message types typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; - + // VR Head Mounted Display devices typedef enum { HMD_DEFAULT_DEVICE = 0, @@ -332,6 +334,10 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data +// VR functions exposed to core module but not to raylib users +void BeginVrDrawing(void); // Begin VR drawing configuration +void EndVrDrawing(void); // End VR drawing process (and desktop mirror) + // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h @@ -368,10 +374,8 @@ float *MatrixToFloat(Matrix mat); void InitVrDevice(int vrDevice); // Init VR device void CloseVrDevice(void); // Close VR device -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void UpdateVrTracking(void); // Update VR tracking (position and orientation) void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) // Oculus Rift API for direct access the device (no simulator) diff --git a/src/rlua.h b/src/rlua.h new file mode 100644 index 00000000..1c8c7b38 --- /dev/null +++ b/src/rlua.h @@ -0,0 +1,4206 @@ +/********************************************************************************************** +* +* rlua - raylib Lua bindings +* +* NOTE 01: +* The following types: +* Color, Vector2, Vector3, Rectangle, Ray, Camera, Camera2D +* are treated as objects with named fields, same as in C. +* +* Lua defines utility functions for creating those objects. +* Usage: +* local cl = Color(255,255,255,255) +* local rec = Rectangle(10, 10, 100, 100) +* local ray = Ray(Vector3(20, 20, 20), Vector3(50, 50, 50)) +* local x2 = rec.x + rec.width +* +* The following types: +* Image, Texture2D, RenderTexture2D, SpriteFont +* are immutable, and you can only read their non-pointer arguments (e.g. sprfnt.size). +* +* All other object types are opaque, that is, you cannot access or +* change their fields directly. +* +* Remember that ALL raylib types have REFERENCE SEMANTICS in Lua. +* There is currently no way to create a copy of an opaque object. +* +* NOTE 02: +* Some raylib functions take a pointer to an array, and the size of that array. +* The equivalent Lua functions take only an array table of the specified type UNLESS +* it's a pointer to a large char array (e.g. for images), then it takes (and potentially returns) +* a Lua string (without the size argument, as Lua strings are sized by default). +* +* NOTE 03: +* Some raylib functions take pointers to objects to modify (e.g. ImageToPOT, etc.) +* In Lua, these functions take values and return a new changed value, instead. +* So, in C: +* ImageToPOT(&img, BLACK); +* In Lua becomes: +* img = ImageToPOT(img, BLACK) +* +* Remember that functions can return multiple values, so: +* UpdateCameraPlayer(&cam, &playerPos); +* Vector3 vec = ResolveCollisionCubicmap(img, mapPos, &playerPos, 5.0); +* becomes: +* cam, playerPos = UpdateCameraPlayer(cam, playerPos) +* vec, playerPos = ResolveCollisionCubicmap(img, mapPos, playerPos, 5) +* +* This is to preserve value semantics of raylib objects. +* +* +* This Lua binding for raylib was originally created by Ghassan Al-Mashareqa (ghassan@ghassan.pl) +* for raylib 1.3 and later on reviewed and updated to raylib 1.6 by Ramon Santamaria. +* +* Copyright (c) 2015-2016 Ghassan Al-Mashareqa and Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#pragma once + +#include "raylib.h" + +#define RLUA_STATIC +#ifdef RLUA_STATIC + #define RLUADEF static // Functions just visible to module including this file +#else + #ifdef __cplusplus + #define RLUADEF extern "C" // Functions visible from other files (no name mangling of functions in C++) + #else + #define RLUADEF extern // Functions visible from other files + #endif +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +RLUADEF void InitLuaDevice(void); // Initialize Lua system +RLUADEF void ExecuteLuaCode(const char *code); // Execute raylib Lua code +RLUADEF void ExecuteLuaFile(const char *filename); // Execute raylib Lua script +RLUADEF void CloseLuaDevice(void); // De-initialize Lua system + +/*********************************************************************************** +* +* RLUA IMPLEMENTATION +* +************************************************************************************/ + +#if defined(RLUA_IMPLEMENTATION) + +#include "raylib.h" +#include "utils.h" +#include "raymath.h" + +#include +#include + +#include +#include +#include + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define LuaPush_Image(L, img) LuaPushOpaqueTypeWithMetatable(L, img, Image) +#define LuaPush_Texture2D(L, tex) LuaPushOpaqueTypeWithMetatable(L, tex, Texture2D) +#define LuaPush_RenderTexture2D(L, tex) LuaPushOpaqueTypeWithMetatable(L, tex, RenderTexture2D) +#define LuaPush_SpriteFont(L, sf) LuaPushOpaqueTypeWithMetatable(L, sf, SpriteFont) +#define LuaPush_Mesh(L, vd) LuaPushOpaqueType(L, vd) +#define LuaPush_Shader(L, s) LuaPushOpaqueType(L, s) +#define LuaPush_Light(L, light) LuaPushOpaqueTypeWithMetatable(L, light, Light) +#define LuaPush_Sound(L, snd) LuaPushOpaqueType(L, snd) +#define LuaPush_Wave(L, wav) LuaPushOpaqueType(L, wav) +#define LuaPush_Music(L, mus) LuaPushOpaqueType(L, mus) +#define LuaPush_AudioStream(L, aud) LuaPushOpaqueType(L, aud) + +#define LuaGetArgument_string luaL_checkstring +#define LuaGetArgument_int (int)luaL_checkinteger +#define LuaGetArgument_unsigned (unsigned)luaL_checkinteger +#define LuaGetArgument_char (char)luaL_checkinteger +#define LuaGetArgument_float (float)luaL_checknumber +#define LuaGetArgument_double luaL_checknumber + +#define LuaGetArgument_Image(L, img) *(Image*)LuaGetArgumentOpaqueTypeWithMetatable(L, img, "Image") +#define LuaGetArgument_Texture2D(L, tex) *(Texture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, tex, "Texture2D") +#define LuaGetArgument_RenderTexture2D(L, rtex) *(RenderTexture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, rtex, "RenderTexture2D") +#define LuaGetArgument_SpriteFont(L, sf) *(SpriteFont*)LuaGetArgumentOpaqueTypeWithMetatable(L, sf, "SpriteFont") +#define LuaGetArgument_Mesh(L, vd) *(Mesh*)LuaGetArgumentOpaqueType(L, vd) +#define LuaGetArgument_Shader(L, s) *(Shader*)LuaGetArgumentOpaqueType(L, s) +#define LuaGetArgument_Light(L, light) *(Light*)LuaGetArgumentOpaqueType(L, light) +#define LuaGetArgument_Sound(L, snd) *(Sound*)LuaGetArgumentOpaqueType(L, snd) +#define LuaGetArgument_Wave(L, wav) *(Wave*)LuaGetArgumentOpaqueType(L, wav) +#define LuaGetArgument_Music(L, mus) *(Music*)LuaGetArgumentOpaqueType(L, mus) +#define LuaGetArgument_AudioStream(L, aud) *(AudioStream*)LuaGetArgumentOpaqueType(L, aud) + +#define LuaPushOpaqueType(L, str) LuaPushOpaque(L, &str, sizeof(str)) +#define LuaPushOpaqueTypeWithMetatable(L, str, meta) LuaPushOpaqueWithMetatable(L, &str, sizeof(str), #meta) + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static lua_State* mainLuaState = 0; +static lua_State* L = 0; + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void LuaPush_Color(lua_State* L, Color color); +static void LuaPush_Vector2(lua_State* L, Vector2 vec); +static void LuaPush_Vector3(lua_State* L, Vector3 vec); +static void LuaPush_Quaternion(lua_State* L, Quaternion vec); +static void LuaPush_Matrix(lua_State* L, Matrix *matrix); +static void LuaPush_Rectangle(lua_State* L, Rectangle rect); +static void LuaPush_Model(lua_State* L, Model mdl); +static void LuaPush_Ray(lua_State* L, Ray ray); +static void LuaPush_Camera(lua_State* L, Camera cam); + +static Vector2 LuaGetArgument_Vector2(lua_State* L, int index); +static Vector3 LuaGetArgument_Vector3(lua_State* L, int index); +static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index); +static Color LuaGetArgument_Color(lua_State* L, int index); +static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index); +static Camera LuaGetArgument_Camera(lua_State* L, int index); +static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index); +static Ray LuaGetArgument_Ray(lua_State* L, int index); +static Matrix LuaGetArgument_Matrix(lua_State* L, int index); +static Model LuaGetArgument_Model(lua_State* L, int index); + +//---------------------------------------------------------------------------------- +// rlua Helper Functions +//---------------------------------------------------------------------------------- +static void LuaStartEnum(void) +{ + lua_newtable(L); +} + +static void LuaSetEnum(const char *name, int value) +{ + lua_pushinteger(L, value); + lua_setfield(L, -2, name); +} + +static void LuaSetEnumColor(const char *name, Color color) +{ + LuaPush_Color(L, color); + lua_setfield(L, -2, name); +} + +static void LuaEndEnum(const char *name) +{ + lua_setglobal(L, name); +} + +static void LuaPushOpaque(lua_State* L, void *ptr, size_t size) +{ + void *ud = lua_newuserdata(L, size); + memcpy(ud, ptr, size); +} + +static void LuaPushOpaqueWithMetatable(lua_State* L, void *ptr, size_t size, const char *metatable_name) +{ + void *ud = lua_newuserdata(L, size); + memcpy(ud, ptr, size); + luaL_setmetatable(L, metatable_name); +} + +static void* LuaGetArgumentOpaqueType(lua_State* L, int index) +{ + return lua_touserdata(L, index); +} + +static void* LuaGetArgumentOpaqueTypeWithMetatable(lua_State* L, int index, const char *metatable_name) +{ + return luaL_checkudata(L, index, metatable_name); +} + +//---------------------------------------------------------------------------------- +// LuaIndex* functions +//---------------------------------------------------------------------------------- +static int LuaIndexImage(lua_State* L) +{ + Image img = LuaGetArgument_Image(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "width")) + lua_pushinteger(L, img.width); + else if (!strcmp(key, "height")) + lua_pushinteger(L, img.height); + else if (!strcmp(key, "mipmaps")) + lua_pushinteger(L, img.mipmaps); + else if (!strcmp(key, "format")) + lua_pushinteger(L, img.format); + else + return 0; + return 1; +} + +static int LuaIndexTexture2D(lua_State* L) +{ + Texture2D img = LuaGetArgument_Texture2D(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "width")) + lua_pushinteger(L, img.width); + else if (!strcmp(key, "height")) + lua_pushinteger(L, img.height); + else if (!strcmp(key, "mipmaps")) + lua_pushinteger(L, img.mipmaps); + else if (!strcmp(key, "format")) + lua_pushinteger(L, img.format); + else if (!strcmp(key, "id")) + lua_pushinteger(L, img.id); + else + return 0; + return 1; +} + +static int LuaIndexRenderTexture2D(lua_State* L) +{ + RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "texture")) + LuaPush_Texture2D(L, img.texture); + else if (!strcmp(key, "depth")) + LuaPush_Texture2D(L, img.depth); + else + return 0; + return 1; +} + +static int LuaIndexSpriteFont(lua_State* L) +{ + SpriteFont img = LuaGetArgument_SpriteFont(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "size")) + lua_pushinteger(L, img.size); + else if (!strcmp(key, "texture")) + LuaPush_Texture2D(L, img.texture); + else if (!strcmp(key, "numChars")) + lua_pushinteger(L, img.numChars); + else + return 0; + return 1; +} + +static int LuaIndexLight(lua_State* L) +{ + Light light = LuaGetArgument_Light(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "id")) + lua_pushinteger(L, light->id); + else if (!strcmp(key, "enabled")) + lua_pushboolean(L, light->enabled); + else if (!strcmp(key, "type")) + lua_pushinteger(L, light->type); + else if (!strcmp(key, "position")) + LuaPush_Vector3(L, light->position); + else if (!strcmp(key, "target")) + LuaPush_Vector3(L, light->target); + else if (!strcmp(key, "radius")) + lua_pushnumber(L, light->radius); + else if (!strcmp(key, "diffuse")) + LuaPush_Color(L, light->diffuse); + else if (!strcmp(key, "intensity")) + lua_pushnumber(L, light->intensity); + else if (!strcmp(key, "coneAngle")) + lua_pushnumber(L, light->coneAngle); + else + return 0; + return 1; +} + +static int LuaNewIndexLight(lua_State* L) +{ + Light light = LuaGetArgument_Light(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "id")) + light->id = LuaGetArgument_int(L, 3); + else if (!strcmp(key, "enabled")) + light->enabled = lua_toboolean(L, 3); + else if (!strcmp(key, "type")) + light->type = LuaGetArgument_int(L, 3); + else if (!strcmp(key, "position")) + light->position = LuaGetArgument_Vector3(L, 3); + else if (!strcmp(key, "target")) + light->target = LuaGetArgument_Vector3(L, 3); + else if (!strcmp(key, "radius")) + light->radius = LuaGetArgument_float(L, 3); + else if (!strcmp(key, "diffuse")) + light->diffuse = LuaGetArgument_Color(L, 3); + else if (!strcmp(key, "intensity")) + light->intensity = LuaGetArgument_float(L, 3); + else if (!strcmp(key, "coneAngle")) + light->coneAngle = LuaGetArgument_float(L, 3); + return 0; +} + +static void LuaBuildOpaqueMetatables(void) +{ + luaL_newmetatable(L, "Image"); + lua_pushcfunction(L, &LuaIndexImage); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); + + luaL_newmetatable(L, "Texture2D"); + lua_pushcfunction(L, &LuaIndexTexture2D); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); + + luaL_newmetatable(L, "RenderTexture2D"); + lua_pushcfunction(L, &LuaIndexRenderTexture2D); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); + + luaL_newmetatable(L, "SpriteFont"); + lua_pushcfunction(L, &LuaIndexSpriteFont); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); + + luaL_newmetatable(L, "Light"); + lua_pushcfunction(L, &LuaIndexLight); + lua_setfield(L, -2, "__index"); + lua_pushcfunction(L, &LuaNewIndexLight); + lua_setfield(L, -2, "__newindex"); + lua_pop(L, 1); +} + +//---------------------------------------------------------------------------------- +// LuaGetArgument functions +//---------------------------------------------------------------------------------- + +static Vector2 LuaGetArgument_Vector2(lua_State* L, int index) +{ + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2"); + float y = (float)lua_tonumber(L, -1); + lua_pop(L, 2); + return (Vector2) { x, y }; +} + +static Vector3 LuaGetArgument_Vector3(lua_State* L, int index) +{ + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3"); + float y = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3"); + float z = (float)lua_tonumber(L, -1); + lua_pop(L, 3); + return (Vector3) { x, y, z }; +} + +static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index) +{ + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion"); + float y = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion"); + float z = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion"); + float w = (float)lua_tonumber(L, -1); + lua_pop(L, 4); + return (Quaternion) { x, y, z, w }; +} + +static Color LuaGetArgument_Color(lua_State* L, int index) +{ + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color"); + unsigned char r = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color"); + unsigned char g = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color"); + unsigned char b = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color"); + unsigned char a = (unsigned char)lua_tointeger(L, -1); + lua_pop(L, 4); + return (Color) { r, g, b, a }; +} + +static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index) +{ + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle"); + int x = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle"); + int y = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle"); + int w = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle"); + int h = (int)lua_tointeger(L, -1); + lua_pop(L, 4); + return (Rectangle) { x, y, w, h }; +} + +static Camera LuaGetArgument_Camera(lua_State* L, int index) +{ + Camera result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera"); + result.position = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera"); + result.target = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera"); + result.up = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera"); + result.fovy = LuaGetArgument_float(L, -1); + lua_pop(L, 4); + return result; +} + +static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index) +{ + Camera2D result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D"); + result.offset = LuaGetArgument_Vector2(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D"); + result.target = LuaGetArgument_Vector2(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D"); + result.rotation = LuaGetArgument_float(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D"); + result.zoom = LuaGetArgument_float(L, -1); + lua_pop(L, 4); + return result; +} + +static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index) +{ + BoundingBox result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox"); + result.min = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox"); + result.max = LuaGetArgument_Vector3(L, -1); + lua_pop(L, 2); + return result; +} + +static Ray LuaGetArgument_Ray(lua_State* L, int index) +{ + Ray result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray"); + result.position = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray"); + result.direction = LuaGetArgument_Vector3(L, -1); + lua_pop(L, 2); + return result; +} + +static Matrix LuaGetArgument_Matrix(lua_State* L, int index) +{ + Matrix result = { 0 }; + float* ptr = &result.m0; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + + for (int i = 0; i < 16; i++) + { + lua_geti(L, index, i+1); + ptr[i] = luaL_checknumber(L, -1); + } + lua_pop(L, 16); + return result; +} + +static Material LuaGetArgument_Material(lua_State* L, int index) +{ + Material result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material"); + result.shader = LuaGetArgument_Shader(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material"); + result.texDiffuse = LuaGetArgument_Texture2D(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "texNormal") == LUA_TUSERDATA, index, "Expected Material"); + result.texNormal = LuaGetArgument_Texture2D(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material"); + result.texSpecular = LuaGetArgument_Texture2D(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material"); + result.colDiffuse = LuaGetArgument_Color(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material"); + result.colAmbient = LuaGetArgument_Color(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material"); + result.colSpecular = LuaGetArgument_Color(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material"); + result.glossiness = LuaGetArgument_float(L, -1); + lua_pop(L, 8); + return result; +} + +static Model LuaGetArgument_Model(lua_State* L, int index) +{ + Model result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model"); + result.mesh = LuaGetArgument_Mesh(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model"); + result.transform = LuaGetArgument_Matrix(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model"); + result.material = LuaGetArgument_Material(L, -1); + lua_pop(L, 3); + return result; +} + +//---------------------------------------------------------------------------------- +// LuaPush functions +//---------------------------------------------------------------------------------- +static void LuaPush_Color(lua_State* L, Color color) +{ + lua_createtable(L, 0, 4); + lua_pushinteger(L, color.r); + lua_setfield(L, -2, "r"); + lua_pushinteger(L, color.g); + lua_setfield(L, -2, "g"); + lua_pushinteger(L, color.b); + lua_setfield(L, -2, "b"); + lua_pushinteger(L, color.a); + lua_setfield(L, -2, "a"); +} + +static void LuaPush_Vector2(lua_State* L, Vector2 vec) +{ + lua_createtable(L, 0, 2); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); +} + +static void LuaPush_Vector3(lua_State* L, Vector3 vec) +{ + lua_createtable(L, 0, 3); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); + lua_pushnumber(L, vec.z); + lua_setfield(L, -2, "z"); +} + +static void LuaPush_Quaternion(lua_State* L, Quaternion vec) +{ + lua_createtable(L, 0, 4); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); + lua_pushnumber(L, vec.z); + lua_setfield(L, -2, "z"); + lua_pushnumber(L, vec.w); + lua_setfield(L, -2, "w"); +} + +static void LuaPush_Matrix(lua_State* L, Matrix *matrix) +{ + int i; + lua_createtable(L, 16, 0); + float* num = (&matrix->m0); + for (i = 0; i < 16; i++) + { + lua_pushnumber(L, num[i]); + lua_rawseti(L, -2, i + 1); + } +} + +static void LuaPush_Rectangle(lua_State* L, Rectangle rect) +{ + lua_createtable(L, 0, 4); + lua_pushinteger(L, rect.x); + lua_setfield(L, -2, "x"); + lua_pushinteger(L, rect.y); + lua_setfield(L, -2, "y"); + lua_pushinteger(L, rect.width); + lua_setfield(L, -2, "width"); + lua_pushinteger(L, rect.height); + lua_setfield(L, -2, "height"); +} + +static void LuaPush_Ray(lua_State* L, Ray ray) +{ + lua_createtable(L, 0, 2); + LuaPush_Vector3(L, ray.position); + lua_setfield(L, -2, "position"); + LuaPush_Vector3(L, ray.direction); + lua_setfield(L, -2, "direction"); +} + +static void LuaPush_BoundingBox(lua_State* L, BoundingBox bb) +{ + lua_createtable(L, 0, 2); + LuaPush_Vector3(L, bb.min); + lua_setfield(L, -2, "min"); + LuaPush_Vector3(L, bb.max); + lua_setfield(L, -2, "max"); +} + +static void LuaPush_Camera(lua_State* L, Camera cam) +{ + lua_createtable(L, 0, 4); + LuaPush_Vector3(L, cam.position); + lua_setfield(L, -2, "position"); + LuaPush_Vector3(L, cam.target); + lua_setfield(L, -2, "target"); + LuaPush_Vector3(L, cam.up); + lua_setfield(L, -2, "up"); + lua_pushnumber(L, cam.fovy); + lua_setfield(L, -2, "fovy"); +} + +static void LuaPush_Camera2D(lua_State* L, Camera2D cam) +{ + lua_createtable(L, 0, 4); + LuaPush_Vector2(L, cam.offset); + lua_setfield(L, -2, "offset"); + LuaPush_Vector2(L, cam.target); + lua_setfield(L, -2, "target"); + lua_pushnumber(L, cam.rotation); + lua_setfield(L, -2, "rotation"); + lua_pushnumber(L, cam.zoom); + lua_setfield(L, -2, "zoom"); +} + +static void LuaPush_Material(lua_State* L, Material mat) +{ + lua_createtable(L, 0, 8); + LuaPush_Shader(L, mat.shader); + lua_setfield(L, -2, "shader"); + LuaPush_Texture2D(L, mat.texDiffuse); + lua_setfield(L, -2, "texDiffuse"); + LuaPush_Texture2D(L, mat.texNormal); + lua_setfield(L, -2, "texNormal"); + LuaPush_Texture2D(L, mat.texSpecular); + lua_setfield(L, -2, "texSpecular"); + LuaPush_Color(L, mat.colDiffuse); + lua_setfield(L, -2, "colDiffuse"); + LuaPush_Color(L, mat.colAmbient); + lua_setfield(L, -2, "colAmbient"); + LuaPush_Color(L, mat.colSpecular); + lua_setfield(L, -2, "colSpecular"); + lua_pushnumber(L, mat.glossiness); + lua_setfield(L, -2, "glossiness"); +} + +static void LuaPush_Model(lua_State* L, Model mdl) +{ + lua_createtable(L, 0, 4); + LuaPush_Mesh(L, mdl.mesh); + lua_setfield(L, -2, "mesh"); + LuaPush_Matrix(L, &mdl.transform); + lua_setfield(L, -2, "transform"); + LuaPush_Material(L, mdl.material); + lua_setfield(L, -2, "material"); +} + +//---------------------------------------------------------------------------------- +// raylib Lua Structure constructors +//---------------------------------------------------------------------------------- +static int lua_Color(lua_State* L) +{ + LuaPush_Color(L, (Color) { (unsigned char)luaL_checkinteger(L, 1), (unsigned char)luaL_checkinteger(L, 2), (unsigned char)luaL_checkinteger(L, 3), (unsigned char)luaL_checkinteger(L, 4) }); + return 1; +} + +static int lua_Vector2(lua_State* L) +{ + LuaPush_Vector2(L, (Vector2) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2) }); + return 1; +} + +static int lua_Vector3(lua_State* L) +{ + LuaPush_Vector3(L, (Vector3) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3) }); + return 1; +} + +static int lua_Quaternion(lua_State* L) +{ + LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) }); + return 1; +} + +static int lua_Rectangle(lua_State* L) +{ + LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) }); + return 1; +} + +static int lua_Ray(lua_State* L) +{ + Vector2 pos = LuaGetArgument_Vector2(L, 1); + Vector2 dir = LuaGetArgument_Vector2(L, 2); + LuaPush_Ray(L, (Ray) { { pos.x, pos.y }, { dir.x, dir.y } }); + return 1; +} + +static int lua_BoundingBox(lua_State* L) +{ + Vector3 min = LuaGetArgument_Vector3(L, 1); + Vector3 max = LuaGetArgument_Vector3(L, 2); + LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y, min.z }, { max.x, max.y, max.z } }); + return 1; +} + +static int lua_Camera(lua_State* L) +{ + Vector3 pos = LuaGetArgument_Vector3(L, 1); + Vector3 tar = LuaGetArgument_Vector3(L, 2); + Vector3 up = LuaGetArgument_Vector3(L, 3); + float fovy = LuaGetArgument_float(L, 4); + LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, fovy }); + return 1; +} + +static int lua_Camera2D(lua_State* L) +{ + Vector2 off = LuaGetArgument_Vector2(L, 1); + Vector2 tar = LuaGetArgument_Vector2(L, 2); + float rot = LuaGetArgument_float(L, 3); + float zoom = LuaGetArgument_float(L, 4); + LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom }); + return 1; +} + +/************************************************************************************* +* raylib Lua Functions Bindings +**************************************************************************************/ + +//------------------------------------------------------------------------------------ +// raylib [core] module functions - Window and Graphics Device +//------------------------------------------------------------------------------------ +int lua_InitWindow(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + const char * arg3 = LuaGetArgument_string(L, 3); + InitWindow(arg1, arg2, arg3); + return 0; +} + +int lua_CloseWindow(lua_State* L) +{ + CloseWindow(); + return 0; +} + +int lua_WindowShouldClose(lua_State* L) +{ + bool result = WindowShouldClose(); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsWindowMinimized(lua_State* L) +{ + bool result = IsWindowMinimized(); + lua_pushboolean(L, result); + return 1; +} + +int lua_ToggleFullscreen(lua_State* L) +{ + ToggleFullscreen(); + return 0; +} + +int lua_GetScreenWidth(lua_State* L) +{ + int result = GetScreenWidth(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetScreenHeight(lua_State* L) +{ + int result = GetScreenHeight(); + lua_pushinteger(L, result); + return 1; +} + +int lua_ShowCursor(lua_State* L) +{ + ShowCursor(); + return 0; +} + +int lua_HideCursor(lua_State* L) +{ + HideCursor(); + return 0; +} + +int lua_IsCursorHidden(lua_State* L) +{ + bool result = IsCursorHidden(); + lua_pushboolean(L, result); + return 1; +} + +int lua_EnableCursor(lua_State* L) +{ + EnableCursor(); + return 0; +} + +int lua_DisableCursor(lua_State* L) +{ + DisableCursor(); + return 0; +} + +int lua_ClearBackground(lua_State* L) +{ + Color arg1 = LuaGetArgument_Color(L, 1); + ClearBackground(arg1); + return 0; +} + +int lua_BeginDrawing(lua_State* L) +{ + BeginDrawing(); + return 0; +} + +int lua_EndDrawing(lua_State* L) +{ + EndDrawing(); + return 0; +} + +int lua_Begin2dMode(lua_State* L) +{ + Camera2D arg1 = LuaGetArgument_Camera2D(L, 1); + Begin2dMode(arg1); + return 0; +} + +int lua_End2dMode(lua_State* L) +{ + End2dMode(); + return 0; +} + +int lua_Begin3dMode(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + Begin3dMode(arg1); + return 0; +} + +int lua_End3dMode(lua_State* L) +{ + End3dMode(); + return 0; +} + +int lua_BeginTextureMode(lua_State* L) +{ + RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); + BeginTextureMode(arg1); + return 0; +} + +int lua_EndTextureMode(lua_State* L) +{ + EndTextureMode(); + return 0; +} + +int lua_GetMouseRay(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Camera arg2 = LuaGetArgument_Camera(L, 2); + Ray result = GetMouseRay(arg1, arg2); + LuaPush_Ray(L, result); + return 1; +} + +int lua_GetWorldToScreen(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Camera arg2 = LuaGetArgument_Camera(L, 2); + Vector2 result = GetWorldToScreen(arg1, arg2); + LuaPush_Vector2(L, result); + return 1; +} + +int lua_GetCameraMatrix(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + Matrix result = GetCameraMatrix(arg1); + LuaPush_Matrix(L, &result); + return 1; +} + +#if defined(PLATFORM_WEB) + +static int LuaDrawLoopFunc; + +static void LuaDrawLoop() +{ + lua_rawgeti(L, LUA_REGISTRYINDEX, LuaDrawLoopFunc); + lua_call(L, 0, 0); +} + +int lua_SetDrawingLoop(lua_State* L) +{ + luaL_argcheck(L, lua_isfunction(L, 1), 1, "Loop function expected"); + lua_pushvalue(L, 1); + LuaDrawLoopFunc = luaL_ref(L, LUA_REGISTRYINDEX); + SetDrawingLoop(&LuaDrawLoop); + return 0; +} + +#else + +int lua_SetTargetFPS(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetTargetFPS(arg1); + return 0; +} +#endif + +int lua_GetFPS(lua_State* L) +{ + float result = GetFPS(); + lua_pushnumber(L, result); + return 1; +} + +int lua_GetFrameTime(lua_State* L) +{ + float result = GetFrameTime(); + lua_pushnumber(L, result); + return 1; +} + +int lua_GetColor(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + Color result = GetColor(arg1); + LuaPush_Color(L, result); + return 1; +} + +int lua_GetHexValue(lua_State* L) +{ + Color arg1 = LuaGetArgument_Color(L, 1); + int result = GetHexValue(arg1); + lua_pushinteger(L, result); + return 1; +} + +int lua_ColorToFloat(lua_State* L) +{ + Color arg1 = LuaGetArgument_Color(L, 1); + float * result = ColorToFloat(arg1); + lua_createtable(L, 4, 0); + for (int i = 0; i < 4; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; +} + +int lua_VectorToFloat(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float * result = VectorToFloat(arg1); + lua_createtable(L, 3, 0); + for (int i = 0; i < 3; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; +} + +int lua_MatrixToFloat(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float * result = MatrixToFloat(arg1); + lua_createtable(L, 16, 0); + for (int i = 0; i < 16; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; +} + +int lua_GetRandomValue(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int result = GetRandomValue(arg1, arg2); + lua_pushinteger(L, result); + return 1; +} + +int lua_Fade(lua_State* L) +{ + Color arg1 = LuaGetArgument_Color(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color result = Fade(arg1, arg2); + LuaPush_Color(L, result); + return 1; +} + +int lua_SetConfigFlags(lua_State* L) +{ + char arg1 = LuaGetArgument_char(L, 1); + SetConfigFlags(arg1); + return 0; +} + +int lua_ShowLogo(lua_State* L) +{ + ShowLogo(); + return 0; +} + +int lua_IsFileDropped(lua_State* L) +{ + bool result = IsFileDropped(); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetDroppedFiles(lua_State* L) +{ + int count = 0; + char ** result = GetDroppedFiles(&count); + lua_createtable(L, count, 0); + for (int i = 0; i < count; i++) + { + lua_pushstring(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + return 1; +} + +int lua_ClearDroppedFiles(lua_State* L) +{ + ClearDroppedFiles(); + return 0; +} + +int lua_StorageSaveValue(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + StorageSaveValue(arg1, arg2); + return 0; +} + +int lua_StorageLoadValue(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int result = StorageLoadValue(arg1); + lua_pushinteger(L, result); + return 1; +} + +//------------------------------------------------------------------------------------ +// raylib [core] module functions - Input Handling +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +int lua_IsKeyPressed(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyPressed(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsKeyDown(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyDown(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsKeyReleased(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyReleased(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsKeyUp(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyUp(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetKeyPressed(lua_State* L) +{ + int result = GetKeyPressed(); + lua_pushinteger(L, result); + return 1; +} + +int lua_SetExitKey(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetExitKey(arg1); + return 0; +} + +int lua_IsGamepadAvailable(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsGamepadAvailable(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetGamepadAxisMovement(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float result = GetGamepadAxisMovement(arg1, arg2); + lua_pushnumber(L, result); + return 1; +} + +int lua_IsGamepadButtonPressed(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonPressed(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsGamepadButtonDown(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonDown(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsGamepadButtonReleased(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonReleased(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsGamepadButtonUp(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonUp(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} +#endif + +int lua_IsMouseButtonPressed(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonPressed(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsMouseButtonDown(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonDown(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsMouseButtonReleased(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonReleased(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsMouseButtonUp(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonUp(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetMouseX(lua_State* L) +{ + int result = GetMouseX(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetMouseY(lua_State* L) +{ + int result = GetMouseY(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetMousePosition(lua_State* L) +{ + Vector2 result = GetMousePosition(); + LuaPush_Vector2(L, result); + return 1; +} + +int lua_SetMousePosition(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + SetMousePosition(arg1); + return 0; +} + +int lua_GetMouseWheelMove(lua_State* L) +{ + int result = GetMouseWheelMove(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetTouchX(lua_State* L) +{ + int result = GetTouchX(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetTouchY(lua_State* L) +{ + int result = GetTouchY(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetTouchPosition(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + Vector2 result = GetTouchPosition(arg1); + LuaPush_Vector2(L, result); + return 1; +} + + +#if defined(PLATFORM_ANDROID) +int lua_IsButtonPressed(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonPressed(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsButtonDown(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonDown(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_IsButtonReleased(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonReleased(arg1); + lua_pushboolean(L, result); + return 1; +} +#endif + +//------------------------------------------------------------------------------------ +// raylib [gestures] module functions - Gestures and Touch Handling +//------------------------------------------------------------------------------------ +int lua_SetGesturesEnabled(lua_State* L) +{ + unsigned arg1 = LuaGetArgument_unsigned(L, 1); + SetGesturesEnabled(arg1); + return 0; +} + +int lua_IsGestureDetected(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsGestureDetected(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetTouchPointsCount(lua_State* L) +{ + int result = GetTouchPointsCount(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetGestureDetected(lua_State* L) +{ + int result = GetGestureDetected(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetGestureHoldDuration(lua_State* L) +{ + int result = GetGestureHoldDuration(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetGestureDragVector(lua_State* L) +{ + Vector2 result = GetGestureDragVector(); + LuaPush_Vector2(L, result); + return 1; +} + +int lua_GetGestureDragAngle(lua_State* L) +{ + float result = GetGestureDragAngle(); + lua_pushnumber(L, result); + return 1; +} + +int lua_GetGesturePinchVector(lua_State* L) +{ + Vector2 result = GetGesturePinchVector(); + LuaPush_Vector2(L, result); + return 1; +} + +int lua_GetGesturePinchAngle(lua_State* L) +{ + float result = GetGesturePinchAngle(); + lua_pushnumber(L, result); + return 1; +} + +//------------------------------------------------------------------------------------ +// raylib [camera] module functions - Camera System +//------------------------------------------------------------------------------------ +int lua_SetCameraMode(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetCameraMode(arg1); + return 0; +} + +int lua_UpdateCamera(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + UpdateCamera(&arg1); + LuaPush_Camera(L, arg1); + return 1; +} + +int lua_UpdateCameraPlayer(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + UpdateCameraPlayer(&arg1, &arg2); + LuaPush_Camera(L, arg1); + LuaPush_Vector3(L, arg2); + return 2; +} + +int lua_SetCameraPosition(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + SetCameraPosition(arg1); + return 0; +} + +int lua_SetCameraTarget(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + SetCameraTarget(arg1); + return 0; +} + +int lua_SetCameraFovy(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + SetCameraFovy(arg1); + return 0; +} + +int lua_SetCameraPanControl(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetCameraPanControl(arg1); + return 0; +} + +int lua_SetCameraAltControl(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetCameraAltControl(arg1); + return 0; +} + +int lua_SetCameraSmoothZoomControl(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + SetCameraSmoothZoomControl(arg1); + return 0; +} + +int lua_SetCameraMoveControls(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + int arg6 = LuaGetArgument_int(L, 6); + SetCameraMoveControls(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_SetCameraMouseSensitivity(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + SetCameraMouseSensitivity(arg1); + return 0; +} + +//------------------------------------------------------------------------------------ +// raylib [shapes] module functions - Basic Shapes Drawing +//------------------------------------------------------------------------------------ +int lua_DrawPixel(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawPixel(arg1, arg2, arg3); + return 0; +} + +int lua_DrawPixelV(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPixelV(arg1, arg2); + return 0; +} + +int lua_DrawLine(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawLine(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawLineV(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawLineV(arg1, arg2, arg3); + return 0; +} + +int lua_DrawCircle(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawCircle(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawCircleGradient(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCircleGradient(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawCircleV(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawCircleV(arg1, arg2, arg3); + return 0; +} + +int lua_DrawCircleLines(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawCircleLines(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawRectangle(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawRectangle(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawRectangleRec(lua_State* L) +{ + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawRectangleRec(arg1, arg2); + return 0; +} + +int lua_DrawRectangleGradient(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawRectangleGradient(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawRectangleV(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawRectangleV(arg1, arg2, arg3); + return 0; +} + +int lua_DrawRectangleLines(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawRectangleLines(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawTriangle(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTriangle(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawTriangleLines(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTriangleLines(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawPoly(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawPoly(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +#define GET_TABLE(type, name, index) \ + type* name = 0; \ + size_t name##_size = 0; \ + { \ + size_t sz = 0; \ + luaL_checktype(L, index, LUA_TTABLE); \ + lua_pushnil(L); \ + while (lua_next(L, index)) { \ + LuaGetArgument_##type(L, -1); \ + sz++; \ + lua_pop(L, 1); \ + } \ + name = calloc(sz, sizeof(type)); \ + sz = 0; \ + lua_pushnil(L); \ + while (lua_next(L, index)) { \ + name[sz] = LuaGetArgument_##type(L, -1); \ + sz++; \ + lua_pop(L, 1); \ + } \ + lua_pop(L, 1); \ + name##_size = sz; \ + } + + +int lua_DrawPolyEx(lua_State* L) +{ + GET_TABLE(Vector2, arg1, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPolyEx(arg1, arg1_size, arg2); + free(arg1); + return 0; +} + +int lua_DrawPolyExLines(lua_State* L) +{ + GET_TABLE(Vector2, arg1, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPolyExLines(arg1, arg1_size, arg2); + free(arg1); + return 0; +} + +int lua_CheckCollisionRecs(lua_State* L) +{ + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + bool result = CheckCollisionRecs(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionCircles(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + bool result = CheckCollisionCircles(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionCircleRec(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + bool result = CheckCollisionCircleRec(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetCollisionRec(lua_State* L) +{ + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Rectangle result = GetCollisionRec(arg1, arg2); + LuaPush_Rectangle(L, result); + return 1; +} + +int lua_CheckCollisionPointRec(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + bool result = CheckCollisionPointRec(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionPointCircle(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionPointCircle(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionPointTriangle(lua_State* L) +{ + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Vector2 arg4 = LuaGetArgument_Vector2(L, 4); + bool result = CheckCollisionPointTriangle(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; +} + +//------------------------------------------------------------------------------------ +// raylib [textures] module functions - Texture Loading and Drawing +//------------------------------------------------------------------------------------ +int lua_LoadImage(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Image result = LoadImage(arg1); + LuaPush_Image(L, result); + return 1; +} + +int lua_LoadImageEx(lua_State* L) +{ + GET_TABLE(Color, arg1, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + Image result = LoadImageEx(arg1, arg2, arg3); // ISSUE: #3 number expected, got no value + LuaPush_Image(L, result); + free(arg1); + return 1; +} + +int lua_LoadImageRaw(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Image result = LoadImageRaw(arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, result); + return 1; +} + +int lua_LoadImageFromRES(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Image result = LoadImageFromRES(arg1, arg2); + LuaPush_Image(L, result); + return 1; +} + +int lua_LoadTexture(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Texture2D result = LoadTexture(arg1); + LuaPush_Texture2D(L, result); + return 1; +} + +int lua_LoadTextureEx(lua_State* L) +{ + void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string? + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4); + LuaPush_Texture2D(L, result); + return 1; +} + +int lua_LoadTextureFromRES(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Texture2D result = LoadTextureFromRES(arg1, arg2); + LuaPush_Texture2D(L, result); + return 1; +} + +int lua_LoadTextureFromImage(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Texture2D result = LoadTextureFromImage(arg1); + LuaPush_Texture2D(L, result); + return 1; +} + +int lua_LoadRenderTexture(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + RenderTexture2D result = LoadRenderTexture(arg1, arg2); + LuaPush_RenderTexture2D(L, result); + return 1; +} + +int lua_UnloadImage(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + UnloadImage(arg1); + return 0; +} + +int lua_UnloadTexture(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + UnloadTexture(arg1); + return 0; +} + +int lua_UnloadRenderTexture(lua_State* L) +{ + RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); + UnloadRenderTexture(arg1); + return 0; +} + +int lua_GetImageData(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Color * result = GetImageData(arg1); + lua_createtable(L, arg1.width*arg1.height, 0); + for (int i = 0; i < arg1.width*arg1.height; i++) + { + LuaPush_Color(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; +} + +int lua_GetTextureData(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Image result = GetTextureData(arg1); + LuaPush_Image(L, result); + return 1; +} + +int lua_ImageToPOT(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + ImageToPOT(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageFormat(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + ImageFormat(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageDither(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + ImageDither(&arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageCopy(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Image result = ImageCopy(arg1); + LuaPush_Image(L, result); + return 1; +} + +int lua_ImageCrop(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + ImageCrop(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageResize(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + ImageResize(&arg1, arg2, arg3); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageResizeNN(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + ImageResizeNN(&arg1, arg2, arg3); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageText(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + Image result = ImageText(arg1, arg2, arg3); + LuaPush_Image(L, result); + return 1; +} + +int lua_ImageTextEx(lua_State* L) +{ + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, result); + return 1; +} + +int lua_ImageDraw(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Image arg2 = LuaGetArgument_Image(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Rectangle arg4 = LuaGetArgument_Rectangle(L, 4); + ImageDraw(&arg1, arg2, arg3, arg4); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageDrawText(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + const char * arg3 = LuaGetArgument_string(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + ImageDrawText(&arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageDrawTextEx(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3); + const char * arg4 = LuaGetArgument_string(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + int arg6 = LuaGetArgument_int(L, 6); + Color arg7 = LuaGetArgument_Color(L, 7); + ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageFlipVertical(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + ImageFlipVertical(&arg1); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageFlipHorizontal(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + ImageFlipHorizontal(&arg1); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageColorTint(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + ImageColorTint(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageColorInvert(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + ImageColorInvert(&arg1); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageColorGrayscale(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + ImageColorGrayscale(&arg1); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageColorContrast(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + ImageColorContrast(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_ImageColorBrightness(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + ImageColorBrightness(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; +} + +int lua_GenTextureMipmaps(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + GenTextureMipmaps(arg1); + return 0; +} + +int lua_UpdateTexture(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string? + UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table! + return 0; +} + +int lua_DrawTexture(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTexture(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawTextureV(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawTextureV(arg1, arg2, arg3); + return 0; +} + +int lua_DrawTextureEx(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawTextureEx(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawTextureRec(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTextureRec(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawTexturePro(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Vector2 arg4 = LuaGetArgument_Vector2(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawTexturePro(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +//------------------------------------------------------------------------------------ +// raylib [text] module functions - Font Loading and Text Drawing +//------------------------------------------------------------------------------------ +int lua_GetDefaultFont(lua_State* L) +{ + SpriteFont result = GetDefaultFont(); + LuaPush_SpriteFont(L, result); + return 1; +} + +int lua_LoadSpriteFont(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + SpriteFont result = LoadSpriteFont(arg1); + LuaPush_SpriteFont(L, result); + return 1; +} + +int lua_UnloadSpriteFont(lua_State* L) +{ + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + UnloadSpriteFont(arg1); + return 0; +} + +int lua_DrawText(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawText(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawTextEx(lua_State* L) +{ + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_MeasureText(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int result = MeasureText(arg1, arg2); + lua_pushinteger(L, result); + return 1; +} + +int lua_MeasureTextEx(lua_State* L) +{ + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Vector2 result = MeasureTextEx(arg1, arg2, arg3, arg4); + LuaPush_Vector2(L, result); + return 1; +} + +int lua_DrawFPS(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + DrawFPS(arg1, arg2); + return 0; +} + +// NOTE: FormatText() can be replaced by Lua function: string.format() +// NOTE: SubText() can be replaced by Lua function: string.sub() + +//------------------------------------------------------------------------------------ +// raylib [models] module functions - Basic 3d Shapes Drawing Functions +//------------------------------------------------------------------------------------ +int lua_DrawLine3D(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawLine3D(arg1, arg2, arg3); + return 0; +} + +int lua_DrawCircle3D(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCircle3D(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawCube(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCube(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawCubeV(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawCubeV(arg1, arg2, arg3); + return 0; +} + +int lua_DrawCubeWires(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCubeWires(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawCubeTexture(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCubeTexture(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawSphere(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawSphere(arg1, arg2, arg3); + return 0; +} + +int lua_DrawSphereEx(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawSphereEx(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawSphereWires(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawSphereWires(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawCylinder(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCylinder(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawCylinderWires(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCylinderWires(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawPlane(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawPlane(arg1, arg2, arg3); + return 0; +} + +int lua_DrawRay(lua_State* L) +{ + Ray arg1 = LuaGetArgument_Ray(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawRay(arg1, arg2); + return 0; +} + +int lua_DrawGrid(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + DrawGrid(arg1, arg2); + return 0; +} + +int lua_DrawGizmo(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + DrawGizmo(arg1); + return 0; +} + +int lua_DrawLight(lua_State* L) +{ + Light arg1 = LuaGetArgument_Light(L, 1); + DrawLight(arg1); + return 0; +} + +//------------------------------------------------------------------------------------ +// raylib [models] module functions +//------------------------------------------------------------------------------------ +int lua_LoadModel(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Model result = LoadModel(arg1); + LuaPush_Model(L, result); + return 1; +} + +int lua_LoadModelEx(lua_State* L) +{ + Mesh arg1 = LuaGetArgument_Mesh(L, 1); + bool arg2 = LuaGetArgument_int(L, 2); + Model result = LoadModelEx(arg1, arg2); + LuaPush_Model(L, result); + return 1; +} + +int lua_LoadModelFromRES(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Model result = LoadModelFromRES(arg1, arg2); + LuaPush_Model(L, result); + return 1; +} + +int lua_LoadHeightmap(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Model result = LoadHeightmap(arg1, arg2); + LuaPush_Model(L, result); + return 1; +} + +int lua_LoadCubicmap(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Model result = LoadCubicmap(arg1); + LuaPush_Model(L, result); + return 1; +} + +int lua_UnloadModel(lua_State* L) +{ + Model arg1 = LuaGetArgument_Model(L, 1); + UnloadModel(arg1); + return 0; +} + +// TODO: GenMesh*() functionality (not ready yet on raylib 1.6) + +int lua_LoadMaterial(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Material result = LoadMaterial(arg1); + LuaPush_Material(L, result); + return 1; +} + +int lua_LoadDefaultMaterial(lua_State* L) +{ + Material result = LoadDefaultMaterial(); + LuaPush_Material(L, result); + return 1; +} + +int lua_LoadStandardMaterial(lua_State* L) +{ + Material result = LoadStandardMaterial(); + LuaPush_Material(L, result); + return 1; +} + +int lua_UnloadMaterial(lua_State* L) +{ + Material arg1 = LuaGetArgument_Material(L, 1); + UnloadMaterial(arg1); + return 0; +} + +int lua_DrawModel(lua_State* L) +{ + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawModel(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawModelEx(lua_State* L) +{ + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Vector3 arg5 = LuaGetArgument_Vector3(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawModelEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawModelWires(lua_State* L) +{ + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawModelWires(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_DrawModelWiresEx(lua_State* L) +{ + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Vector3 arg5 = LuaGetArgument_Vector3(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawModelWiresEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_DrawBillboard(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawBillboard(arg1, arg2, arg3, arg4, arg5); + return 0; +} + +int lua_DrawBillboardRec(lua_State* L) +{ + Camera arg1 = LuaGetArgument_Camera(L, 1); + Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawBillboardRec(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; +} + +int lua_CalculateBoundingBox(lua_State* L) +{ + Mesh arg1 = LuaGetArgument_Mesh(L, 1); + BoundingBox result = CalculateBoundingBox(arg1); + LuaPush_BoundingBox(L, result); + return 1; +} + +int lua_CheckCollisionSpheres(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionBoxes(lua_State* L) +{ + BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); + BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); + bool result = CheckCollisionBoxes(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionBoxSphere(lua_State* L) +{ + BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionBoxSphere(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionRaySphere(lua_State* L) +{ + Ray arg1 = LuaGetArgument_Ray(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionRaySphere(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; +} + +int lua_CheckCollisionRaySphereEx(lua_State* L) +{ + Ray arg1 = LuaGetArgument_Ray(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4); + lua_pushboolean(L, result); + LuaPush_Vector3(L, arg4); + return 2; +} + +int lua_CheckCollisionRayBox(lua_State* L) +{ + Ray arg1 = LuaGetArgument_Ray(L, 1); + BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); + bool result = CheckCollisionRayBox(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_ResolveCollisionCubicmap(lua_State* L) +{ + Image arg1 = LuaGetArgument_Image(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4); + LuaPush_Vector3(L, result); + LuaPush_Vector3(L, arg3); + return 2; +} + +//------------------------------------------------------------------------------------ +// raylib [raymath] module functions - Shaders +//------------------------------------------------------------------------------------ +int lua_LoadShader(lua_State* L) +{ + char * arg1 = (char *)LuaGetArgument_string(L, 1); + char * arg2 = (char *)LuaGetArgument_string(L, 2); + Shader result = LoadShader(arg1, arg2); + LuaPush_Shader(L, result); + return 1; +} + +int lua_UnloadShader(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + UnloadShader(arg1); + return 0; +} + +int lua_GetDefaultShader(lua_State* L) +{ + Shader result = GetDefaultShader(); + LuaPush_Shader(L, result); + return 1; +} + +int lua_GetStandardShader(lua_State* L) +{ + Shader result = GetStandardShader(); + LuaPush_Shader(L, result); + return 1; +} + +int lua_GetDefaultTexture(lua_State* L) +{ + Texture2D result = GetDefaultTexture(); + LuaPush_Texture2D(L, result); + return 1; +} + +int lua_GetShaderLocation(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + int result = GetShaderLocation(arg1, arg2); + lua_pushinteger(L, result); + return 1; +} + +int lua_SetShaderValue(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + GET_TABLE(float, arg3, 3); + SetShaderValue(arg1, arg2, arg3, arg3_size); + free(arg3); + return 0; +} + +int lua_SetShaderValuei(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + GET_TABLE(int, arg3, 3); + SetShaderValuei(arg1, arg2, arg3, arg3_size); + free(arg3); + return 0; +} + +int lua_SetShaderValueMatrix(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Matrix arg3 = LuaGetArgument_Matrix(L, 3); + SetShaderValueMatrix(arg1, arg2, arg3); + return 0; +} + +int lua_SetMatrixProjection(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + SetMatrixProjection(arg1); + return 0; +} + +int lua_SetMatrixModelview(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + SetMatrixModelview(arg1); + return 0; +} + +int lua_BeginShaderMode(lua_State* L) +{ + Shader arg1 = LuaGetArgument_Shader(L, 1); + BeginShaderMode(arg1); + return 0; +} + +int lua_EndShaderMode(lua_State* L) +{ + EndShaderMode(); + return 0; +} + +int lua_BeginBlendMode(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + BeginBlendMode(arg1); + return 0; +} + +int lua_EndBlendMode(lua_State* L) +{ + EndBlendMode(); + return 0; +} + +int lua_CreateLight(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + Light result = CreateLight(arg1, arg2, arg3); + LuaPush_Light(L, result); + return 1; +} + +int lua_DestroyLight(lua_State* L) +{ + Light arg1 = LuaGetArgument_Light(L, 1); + DestroyLight(arg1); + return 0; +} + + +//------------------------------------------------------------------------------------ +// raylib [rlgl] module functions - VR experience +//------------------------------------------------------------------------------------ +int lua_InitVrDevice(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + InitVrDevice(arg1); + return 0; +} + +int lua_CloseVrDevice(lua_State* L) +{ + CloseVrDevice(); + return 0; +} + +int lua_IsVrDeviceReady(lua_State* L) +{ + bool result = IsVrDeviceReady(); + lua_pushboolean(L, result); + return 1; +} + +int lua_UpdateVrTracking(lua_State* L) +{ + UpdateVrTracking(); + return 0; +} + +int lua_ToggleVrMode(lua_State* L) +{ + ToggleVrMode(); + return 0; +} + +//------------------------------------------------------------------------------------ +// raylib [audio] module functions - Audio Loading and Playing +//------------------------------------------------------------------------------------ +int lua_InitAudioDevice(lua_State* L) +{ + InitAudioDevice(); + return 0; +} + +int lua_CloseAudioDevice(lua_State* L) +{ + CloseAudioDevice(); + return 0; +} + +int lua_IsAudioDeviceReady(lua_State* L) +{ + bool result = IsAudioDeviceReady(); + lua_pushboolean(L, result); + return 1; +} + +int lua_LoadSound(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Sound result = LoadSound((char*)arg1); + LuaPush_Sound(L, result); + return 1; +} + +int lua_LoadSoundFromWave(lua_State* L) +{ + Wave arg1 = LuaGetArgument_Wave(L, 1); + Sound result = LoadSoundFromWave(arg1); + LuaPush_Sound(L, result); + return 1; +} + +int lua_LoadSoundFromRES(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Sound result = LoadSoundFromRES(arg1, arg2); + LuaPush_Sound(L, result); + return 1; +} + +int lua_UnloadSound(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + UnloadSound(arg1); + return 0; +} + +int lua_PlaySound(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + PlaySound(arg1); + return 0; +} + +int lua_PauseSound(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + PauseSound(arg1); + return 0; +} + +int lua_ResumeSound(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + ResumeSound(arg1); + return 0; +} + +int lua_StopSound(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + StopSound(arg1); + return 0; +} + +int lua_IsSoundPlaying(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + bool result = IsSoundPlaying(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_SetSoundVolume(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetSoundVolume(arg1, arg2); + return 0; +} + +int lua_SetSoundPitch(lua_State* L) +{ + Sound arg1 = LuaGetArgument_Sound(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetSoundPitch(arg1, arg2); + return 0; +} + +int lua_LoadMusicStream(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + Music result = LoadMusicStream((char *)arg1); + LuaPush_Music(L, result); + return 1; +} + +int lua_UnloadMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + UnloadMusicStream(arg1); + return 0; +} + +int lua_UpdateMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + UpdateMusicStream(arg1); + return 0; +} + +int lua_PlayMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + PlayMusicStream(arg1); + return 0; +} + + +int lua_StopMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + StopMusicStream(arg1); + return 0; +} + +int lua_PauseMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + PauseMusicStream(arg1); + return 0; +} + +int lua_ResumeMusicStream(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + ResumeMusicStream(arg1); + return 0; +} + +int lua_IsMusicPlaying(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + bool result = IsMusicPlaying(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_SetMusicVolume(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetMusicVolume(arg1, arg2); + return 0; +} + +int lua_SetMusicPitch(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetMusicPitch(arg1, arg2); + return 0; +} + +int lua_GetMusicTimeLength(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + float result = GetMusicTimeLength(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_GetMusicTimePlayed(lua_State* L) +{ + Music arg1 = LuaGetArgument_Music(L, 1); + float result = GetMusicTimePlayed(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_InitAudioStream(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + AudioStream result = InitAudioStream(arg1, arg2, arg3); + LuaPush_AudioStream(L, result); + return 1; +} + +int lua_CloseAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + CloseAudioStream(arg1); + return 0; +} + +int lua_UpdateAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + void * arg2 = (char *)LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + UpdateAudioStream(arg1, arg2, arg3); + return 0; +} + +int lua_IsAudioBufferProcessed(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + bool result = IsAudioBufferProcessed(arg1); + lua_pushboolean(L, result); + return 1; +} + +int lua_PlayAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + PlayAudioStream(arg1); + return 0; +} + + +int lua_StopAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + StopAudioStream(arg1); + return 0; +} + +int lua_PauseAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + PauseAudioStream(arg1); + return 0; +} + +int lua_ResumeAudioStream(lua_State* L) +{ + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + ResumeAudioStream(arg1); + return 0; +} + +//---------------------------------------------------------------------------------- +// raylib [utils] module functions +//---------------------------------------------------------------------------------- +int lua_DecompressData(lua_State* L) +{ + unsigned char *arg1 = (unsigned char *)LuaGetArgument_string(L, 1); + unsigned arg2 = (unsigned)LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + unsigned char *result = DecompressData(arg1, arg2, arg3); + lua_pushlstring(L, (const char *)result, arg3); + return 1; +} + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +int lua_WriteBitmap(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + WriteBitmap(arg1, arg2, arg3, arg4); + return 0; +} + +int lua_WritePNG(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + WritePNG(arg1, arg2, arg3, arg4, arg5); + return 0; +} +#endif + +int lua_TraceLog(lua_State* L) +{ + int num_args = lua_gettop(L) - 1; + int arg1 = LuaGetArgument_int(L, 1); + + /// type, fmt, args... + + lua_rotate(L, 1, -1); /// fmt, args..., type + lua_pop(L, 1); /// fmt, args... + + lua_getglobal(L, "string"); /// fmt, args..., [string] + lua_getfield(L, 1, "format"); /// fmt, args..., [string], format() + lua_rotate(L, 1, 2); /// [string], format(), fmt, args... + lua_call(L, num_args, 1); /// [string], formatted_string + + TraceLog(arg1, "%s", luaL_checkstring(L,-1)); + return 0; +} + +int lua_GetExtension(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + const char* result = GetExtension(arg1); + lua_pushstring(L, result); + return 1; +} + +int lua_GetNextPOT(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int result = GetNextPOT(arg1); + lua_pushinteger(L, result); + return 1; +} + +//---------------------------------------------------------------------------------- +// raylib [raymath] module functions - Vector3 math +//---------------------------------------------------------------------------------- +int lua_VectorAdd(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorAdd(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorSubtract(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorSubtract(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorCrossProduct(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorCrossProduct(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorPerpendicular(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 result = VectorPerpendicular(arg1); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorDotProduct(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float result = VectorDotProduct(arg1, arg2); + lua_pushnumber(L, result); + return 1; +} + +int lua_VectorLength(lua_State* L) +{ + const Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float result = VectorLength(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_VectorScale(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + VectorScale(&arg1, arg2); + LuaPush_Vector3(L, arg1); + return 1; +} + +int lua_VectorNegate(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + VectorNegate(&arg1); + LuaPush_Vector3(L, arg1); + return 1; +} + +int lua_VectorNormalize(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + VectorNormalize(&arg1); + LuaPush_Vector3(L, arg1); + return 1; +} + +int lua_VectorDistance(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float result = VectorDistance(arg1, arg2); + lua_pushnumber(L, result); + return 1; +} + +int lua_VectorLerp(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Vector3 result = VectorLerp(arg1, arg2, arg3); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorReflect(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorReflect(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; +} + +int lua_VectorTransform(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + VectorTransform(&arg1, arg2); + LuaPush_Vector3(L, arg1); + return 1; +} + +int lua_VectorZero(lua_State* L) +{ + Vector3 result = VectorZero(); + LuaPush_Vector3(L, result); + return 1; +} + +//---------------------------------------------------------------------------------- +// raylib [raymath] module functions - Matrix math +//---------------------------------------------------------------------------------- +int lua_MatrixDeterminant(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float result = MatrixDeterminant(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_MatrixTrace(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float result = MatrixTrace(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_MatrixTranspose(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixTranspose(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; +} + +int lua_MatrixInvert(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixInvert(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; +} + +int lua_MatrixNormalize(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixNormalize(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; +} + +int lua_MatrixIdentity(lua_State* L) +{ + Matrix result = MatrixIdentity(); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixAdd(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixAdd(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixSubstract(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixSubstract(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixTranslate(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Matrix result = MatrixTranslate(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixRotate(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Matrix result = MatrixRotate(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixRotateX(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateX(arg1); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixRotateY(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateY(arg1); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixRotateZ(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateZ(arg1); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixScale(lua_State* L) +{ + float arg1 = LuaGetArgument_float(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Matrix result = MatrixScale(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixMultiply(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixMultiply(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixFrustum(lua_State* L) +{ + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + double arg5 = LuaGetArgument_double(L, 5); + double arg6 = LuaGetArgument_double(L, 6); + Matrix result = MatrixFrustum(arg1, arg2, arg3, arg4, arg5, arg6); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixPerspective(lua_State* L) +{ + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + Matrix result = MatrixPerspective(arg1, arg2, arg3, arg4); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixOrtho(lua_State* L) +{ + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + double arg5 = LuaGetArgument_double(L, 5); + double arg6 = LuaGetArgument_double(L, 6); + Matrix result = MatrixOrtho(arg1, arg2, arg3, arg4, arg5, arg6); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_MatrixLookAt(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + Matrix result = MatrixLookAt(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; +} + +//---------------------------------------------------------------------------------- +// raylib [raymath] module functions - Quaternion math +//---------------------------------------------------------------------------------- +int lua_QuaternionLength(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + float result = QuaternionLength(arg1); + lua_pushnumber(L, result); + return 1; +} + +int lua_QuaternionNormalize(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + QuaternionNormalize(&arg1); + LuaPush_Quaternion(L, arg1); + return 1; +} + +int lua_QuaternionMultiply(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); + Quaternion result = QuaternionMultiply(arg1, arg2); + LuaPush_Quaternion(L, result); + return 1; +} + +int lua_QuaternionSlerp(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Quaternion result = QuaternionSlerp(arg1, arg2, arg3); + LuaPush_Quaternion(L, result); + return 1; +} + +int lua_QuaternionFromMatrix(lua_State* L) +{ + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Quaternion result = QuaternionFromMatrix(arg1); + LuaPush_Quaternion(L, result); + return 1; +} + +int lua_QuaternionToMatrix(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Matrix result = QuaternionToMatrix(arg1); + LuaPush_Matrix(L, &result); + return 1; +} + +int lua_QuaternionFromAxisAngle(lua_State* L) +{ + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Quaternion result = QuaternionFromAxisAngle(arg1, arg2); + LuaPush_Quaternion(L, result); + return 1; +} + +int lua_QuaternionToAxisAngle(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Vector3 arg2; + float arg3 = 0; + QuaternionToAxisAngle(arg1, &arg2, &arg3); + LuaPush_Vector3(L, arg2); + lua_pushnumber(L, arg3); + return 2; +} + +int lua_QuaternionTransform(lua_State* L) +{ + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + QuaternionTransform(&arg1, arg2); + LuaPush_Quaternion(L, arg1); + return 1; +} + + +//---------------------------------------------------------------------------------- +// Functions Registering +//---------------------------------------------------------------------------------- +#define REG(name) { #name, lua_##name }, + +// raylib Functions (and data types) list +static luaL_Reg raylib_functions[] = { + + // Register non-opaque data types + REG(Color) + REG(Vector2) + REG(Vector3) + //REG(Matrix) + REG(Quaternion) + REG(Rectangle) + REG(Ray) + REG(Camera) + REG(Camera2D) + REG(BoundingBox) + //REG(Material) + + // Register functions + REG(InitWindow) + REG(CloseWindow) + REG(WindowShouldClose) + REG(IsWindowMinimized) + REG(ToggleFullscreen) + REG(GetScreenWidth) + REG(GetScreenHeight) + + REG(ShowCursor) + REG(HideCursor) + REG(IsCursorHidden) + REG(EnableCursor) + REG(DisableCursor) + + REG(ClearBackground) + REG(BeginDrawing) + REG(EndDrawing) + REG(Begin2dMode) + REG(End2dMode) + REG(Begin3dMode) + REG(End3dMode) + REG(BeginTextureMode) + REG(EndTextureMode) + + REG(GetMouseRay) + REG(GetWorldToScreen) + REG(GetCameraMatrix) + +#if defined(PLATFORM_WEB) + REG(SetDrawingLoop) +#else + REG(SetTargetFPS) +#endif + REG(GetFPS) + REG(GetFrameTime) + + REG(GetColor) + REG(GetHexValue) + REG(ColorToFloat) + REG(VectorToFloat) + REG(MatrixToFloat) + REG(GetRandomValue) + REG(Fade) + REG(SetConfigFlags) + REG(ShowLogo) + + REG(IsFileDropped) + REG(GetDroppedFiles) + REG(ClearDroppedFiles) + REG(StorageSaveValue) + REG(StorageLoadValue) + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) + REG(IsKeyPressed) + REG(IsKeyDown) + REG(IsKeyReleased) + REG(IsKeyUp) + REG(GetKeyPressed) + REG(SetExitKey) + + REG(IsGamepadAvailable) + REG(GetGamepadAxisMovement) + REG(IsGamepadButtonPressed) + REG(IsGamepadButtonDown) + REG(IsGamepadButtonReleased) + REG(IsGamepadButtonUp) +#endif + + REG(IsMouseButtonPressed) + REG(IsMouseButtonDown) + REG(IsMouseButtonReleased) + REG(IsMouseButtonUp) + REG(GetMouseX) + REG(GetMouseY) + REG(GetMousePosition) + REG(SetMousePosition) + REG(GetMouseWheelMove) + REG(GetTouchX) + REG(GetTouchY) + REG(GetTouchPosition) + +#if defined(PLATFORM_ANDROID) + REG(IsButtonPressed) + REG(IsButtonDown) + REG(IsButtonReleased) +#endif + + REG(SetGesturesEnabled) + REG(IsGestureDetected) + REG(GetGestureDetected) + REG(GetTouchPointsCount) + REG(GetGestureHoldDuration) + REG(GetGestureDragVector) + REG(GetGestureDragAngle) + REG(GetGesturePinchVector) + REG(GetGesturePinchAngle) + + REG(SetCameraMode) + REG(UpdateCamera) + REG(UpdateCameraPlayer) + REG(SetCameraPosition) + REG(SetCameraTarget) + REG(SetCameraFovy) + + REG(SetCameraPanControl) + REG(SetCameraAltControl) + REG(SetCameraSmoothZoomControl) + REG(SetCameraMoveControls) + REG(SetCameraMouseSensitivity) + + REG(DrawPixel) + REG(DrawPixelV) + REG(DrawLine) + REG(DrawLineV) + REG(DrawCircle) + REG(DrawCircleGradient) + REG(DrawCircleV) + REG(DrawCircleLines) + REG(DrawRectangle) + REG(DrawRectangleRec) + REG(DrawRectangleGradient) + REG(DrawRectangleV) + REG(DrawRectangleLines) + REG(DrawTriangle) + REG(DrawTriangleLines) + REG(DrawPoly) + REG(DrawPolyEx) + REG(DrawPolyExLines) + + REG(CheckCollisionRecs) + REG(CheckCollisionCircles) + REG(CheckCollisionCircleRec) + REG(GetCollisionRec) + REG(CheckCollisionPointRec) + REG(CheckCollisionPointCircle) + REG(CheckCollisionPointTriangle) + + REG(LoadImage) + REG(LoadImageEx) + REG(LoadImageRaw) + REG(LoadImageFromRES) + REG(LoadTexture) + REG(LoadTextureEx) + REG(LoadTextureFromRES) + REG(LoadTextureFromImage) + REG(LoadRenderTexture) + REG(UnloadImage) + REG(UnloadTexture) + REG(UnloadRenderTexture) + REG(GetImageData) + REG(GetTextureData) + REG(ImageToPOT) + REG(ImageFormat) + REG(ImageDither) + REG(ImageCopy) + REG(ImageCrop) + REG(ImageResize) + REG(ImageResizeNN) + REG(ImageText) + REG(ImageTextEx) + REG(ImageDraw) + REG(ImageDrawText) + REG(ImageDrawTextEx) + REG(ImageFlipVertical) + REG(ImageFlipHorizontal) + REG(ImageColorTint) + REG(ImageColorInvert) + REG(ImageColorGrayscale) + REG(ImageColorContrast) + REG(ImageColorBrightness) + REG(GenTextureMipmaps) + REG(UpdateTexture) + + REG(DrawTexture) + REG(DrawTextureV) + REG(DrawTextureEx) + REG(DrawTextureRec) + REG(DrawTexturePro) + + REG(GetDefaultFont) + REG(LoadSpriteFont) + REG(UnloadSpriteFont) + REG(DrawText) + REG(DrawTextEx) + REG(MeasureText) + REG(MeasureTextEx) + REG(DrawFPS) + + REG(DrawLine3D) + REG(DrawCircle3D) + REG(DrawCube) + REG(DrawCubeV) + REG(DrawCubeWires) + REG(DrawCubeTexture) + REG(DrawSphere) + REG(DrawSphereEx) + REG(DrawSphereWires) + REG(DrawCylinder) + REG(DrawCylinderWires) + REG(DrawPlane) + REG(DrawRay) + REG(DrawGrid) + REG(DrawGizmo) + REG(DrawLight) + + REG(LoadModel) + REG(LoadModelEx) + REG(LoadModelFromRES) + REG(LoadHeightmap) + REG(LoadCubicmap) + REG(UnloadModel) + REG(LoadMaterial) + REG(LoadDefaultMaterial) + REG(LoadStandardMaterial) + REG(UnloadMaterial) + //REG(GenMesh*) // Not ready yet... + + REG(DrawModel) + REG(DrawModelEx) + REG(DrawModelWires) + REG(DrawModelWiresEx) + REG(DrawBillboard) + REG(DrawBillboardRec) + REG(CalculateBoundingBox) + REG(CheckCollisionSpheres) + REG(CheckCollisionBoxes) + REG(CheckCollisionBoxSphere) + REG(CheckCollisionRaySphere) + REG(CheckCollisionRaySphereEx) + REG(CheckCollisionRayBox) + REG(ResolveCollisionCubicmap) + + REG(LoadShader) + REG(UnloadShader) + REG(GetDefaultShader) + REG(GetStandardShader) + REG(GetDefaultTexture) + REG(GetShaderLocation) + REG(SetShaderValue) + REG(SetShaderValuei) + REG(SetShaderValueMatrix) + REG(SetMatrixProjection) + REG(SetMatrixModelview) + REG(BeginShaderMode) + REG(EndShaderMode) + REG(BeginBlendMode) + REG(EndBlendMode) + REG(CreateLight) + REG(DestroyLight) + + REG(InitVrDevice) + REG(CloseVrDevice) + REG(IsVrDeviceReady) + REG(UpdateVrTracking) + REG(ToggleVrMode) + + REG(InitAudioDevice) + REG(CloseAudioDevice) + REG(IsAudioDeviceReady) + REG(LoadSound) + REG(LoadSoundFromWave) + REG(LoadSoundFromRES) + REG(UnloadSound) + REG(PlaySound) + REG(PauseSound) + REG(ResumeSound) + REG(StopSound) + REG(IsSoundPlaying) + REG(SetSoundVolume) + REG(SetSoundPitch) + + REG(LoadMusicStream) + REG(UnloadMusicStream) + REG(UpdateMusicStream) + REG(PlayMusicStream) + REG(StopMusicStream) + REG(PauseMusicStream) + REG(ResumeMusicStream) + REG(IsMusicPlaying) + REG(SetMusicVolume) + REG(SetMusicPitch) + REG(GetMusicTimeLength) + REG(GetMusicTimePlayed) + + REG(InitAudioStream) + REG(UpdateAudioStream) + REG(CloseAudioStream) + REG(IsAudioBufferProcessed) + REG(PlayAudioStream) + REG(PauseAudioStream) + REG(ResumeAudioStream) + REG(StopAudioStream) + + /// Math and util + REG(DecompressData) +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + REG(WriteBitmap) + REG(WritePNG) +#endif + REG(TraceLog) + REG(GetExtension) + REG(GetNextPOT) + REG(VectorAdd) + REG(VectorSubtract) + REG(VectorCrossProduct) + REG(VectorPerpendicular) + REG(VectorDotProduct) + REG(VectorLength) + REG(VectorScale) + REG(VectorNegate) + REG(VectorNormalize) + REG(VectorDistance) + REG(VectorLerp) + REG(VectorReflect) + REG(VectorTransform) + REG(VectorZero) + REG(MatrixDeterminant) + REG(MatrixTrace) + REG(MatrixTranspose) + REG(MatrixInvert) + REG(MatrixNormalize) + REG(MatrixIdentity) + REG(MatrixAdd) + REG(MatrixSubstract) + REG(MatrixTranslate) + REG(MatrixRotate) + REG(MatrixRotateX) + REG(MatrixRotateY) + REG(MatrixRotateZ) + REG(MatrixScale) + REG(MatrixMultiply) + REG(MatrixFrustum) + REG(MatrixPerspective) + REG(MatrixOrtho) + REG(MatrixLookAt) + REG(QuaternionLength) + REG(QuaternionNormalize) + REG(QuaternionMultiply) + REG(QuaternionSlerp) + REG(QuaternionFromMatrix) + REG(QuaternionToMatrix) + REG(QuaternionFromAxisAngle) + REG(QuaternionToAxisAngle) + REG(QuaternionTransform) + + {NULL, NULL} // sentinel: end signal +}; + +// Register raylib functionality +static void LuaRegisterRayLib(const char *opt_table) +{ + if (opt_table) lua_createtable(L, 0, sizeof(raylib_functions)/sizeof(raylib_functions[0])); + else lua_pushglobaltable(L); + + luaL_setfuncs(L, raylib_functions, 0); +} + +//---------------------------------------------------------------------------------- +// raylib Lua API +//---------------------------------------------------------------------------------- + +// Initialize Lua system +RLUADEF void InitLuaDevice(void) +{ + mainLuaState = luaL_newstate(); + L = mainLuaState; + + LuaStartEnum(); + LuaSetEnum("FULLSCREEN_MODE", 1); + LuaSetEnum("SHOW_LOGO", 2); + LuaSetEnum("SHOW_MOUSE_CURSOR", 4); + LuaSetEnum("CENTERED_MODE", 8); + LuaSetEnum("MSAA_4X_HINT", 16); + LuaSetEnum("VSYNC_HINT", 32); + LuaEndEnum("FLAG"); + + LuaStartEnum(); + LuaSetEnum("SPACE", 32); + LuaSetEnum("ESCAPE", 256); + LuaSetEnum("ENTER", 257); + LuaSetEnum("BACKSPACE", 259); + LuaSetEnum("RIGHT", 262); + LuaSetEnum("LEFT", 263); + LuaSetEnum("DOWN", 264); + LuaSetEnum("UP", 265); + LuaSetEnum("F1", 290); + LuaSetEnum("F2", 291); + LuaSetEnum("F3", 292); + LuaSetEnum("F4", 293); + LuaSetEnum("F5", 294); + LuaSetEnum("F6", 295); + LuaSetEnum("F7", 296); + LuaSetEnum("F8", 297); + LuaSetEnum("F9", 298); + LuaSetEnum("F10", 299); + LuaSetEnum("LEFT_SHIFT", 340); + LuaSetEnum("LEFT_CONTROL", 341); + LuaSetEnum("LEFT_ALT", 342); + LuaSetEnum("RIGHT_SHIFT", 344); + LuaSetEnum("RIGHT_CONTROL", 345); + LuaSetEnum("RIGHT_ALT", 346); + LuaSetEnum("ZERO", 48); + LuaSetEnum("ONE", 49); + LuaSetEnum("TWO", 50); + LuaSetEnum("THREE", 51); + LuaSetEnum("FOUR", 52); + LuaSetEnum("FIVE", 53); + LuaSetEnum("SIX", 54); + LuaSetEnum("SEVEN", 55); + LuaSetEnum("EIGHT", 56); + LuaSetEnum("NINE", 57); + LuaSetEnum("A", 65); + LuaSetEnum("B", 66); + LuaSetEnum("C", 67); + LuaSetEnum("D", 68); + LuaSetEnum("E", 69); + LuaSetEnum("F", 70); + LuaSetEnum("G", 71); + LuaSetEnum("H", 72); + LuaSetEnum("I", 73); + LuaSetEnum("J", 74); + LuaSetEnum("K", 75); + LuaSetEnum("L", 76); + LuaSetEnum("M", 77); + LuaSetEnum("N", 78); + LuaSetEnum("O", 79); + LuaSetEnum("P", 80); + LuaSetEnum("Q", 81); + LuaSetEnum("R", 82); + LuaSetEnum("S", 83); + LuaSetEnum("T", 84); + LuaSetEnum("U", 85); + LuaSetEnum("V", 86); + LuaSetEnum("W", 87); + LuaSetEnum("X", 88); + LuaSetEnum("Y", 89); + LuaSetEnum("Z", 90); + LuaEndEnum("KEY"); + + LuaStartEnum(); + LuaSetEnum("LEFT_BUTTON", 0); + LuaSetEnum("RIGHT_BUTTON", 1); + LuaSetEnum("MIDDLE_BUTTON", 2); + LuaEndEnum("MOUSE"); + + LuaStartEnum(); + LuaSetEnum("PLAYER1", 0); + LuaSetEnum("PLAYER2", 1); + LuaSetEnum("PLAYER3", 2); + LuaSetEnum("PLAYER4", 3); + + LuaSetEnum("PS3_BUTTON_A", 2); + LuaSetEnum("PS3_BUTTON_B", 1); + LuaSetEnum("PS3_BUTTON_X", 3); + LuaSetEnum("PS3_BUTTON_Y", 4); + LuaSetEnum("PS3_BUTTON_R1", 7); + LuaSetEnum("PS3_BUTTON_R2", 5); + LuaSetEnum("PS3_BUTTON_L1", 6); + LuaSetEnum("PS3_BUTTON_L2", 8); + LuaSetEnum("PS3_BUTTON_SELECT", 9); + LuaSetEnum("PS3_BUTTON_START", 10); + + LuaSetEnum("XBOX_BUTTON_A", 0); + LuaSetEnum("XBOX_BUTTON_B", 1); + LuaSetEnum("XBOX_BUTTON_X", 2); + LuaSetEnum("XBOX_BUTTON_Y", 3); + LuaSetEnum("XBOX_BUTTON_LB", 4); + LuaSetEnum("XBOX_BUTTON_RB", 5); + LuaSetEnum("XBOX_BUTTON_SELECT", 6); + LuaSetEnum("XBOX_BUTTON_START", 7); + +#if defined(PLATFORM_RPI) + LuaSetEnum("XBOX_AXIS_DPAD_X", 7); + LuaSetEnum("XBOX_AXIS_DPAD_Y", 6); + LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); + LuaSetEnum("XBOX_AXIS_LT", 2); + LuaSetEnum("XBOX_AXIS_RT", 5); +#else + LuaSetEnum("XBOX_BUTTON_UP", 10); + LuaSetEnum("XBOX_BUTTON_DOWN", 12); + LuaSetEnum("XBOX_BUTTON_LEFT", 13); + LuaSetEnum("XBOX_BUTTON_RIGHT", 11); + LuaSetEnum("XBOX_AXIS_RIGHT_X", 4); + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); + LuaSetEnum("XBOX_AXIS_LT_RT", 2); +#endif + LuaSetEnum("XBOX_AXIS_LEFT_X", 0); + LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); + LuaEndEnum("GAMEPAD"); + + lua_pushglobaltable(L); + LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY); + LuaSetEnumColor("GRAY", GRAY); + LuaSetEnumColor("DARKGRAY", DARKGRAY); + LuaSetEnumColor("YELLOW", YELLOW); + LuaSetEnumColor("GOLD", GOLD); + LuaSetEnumColor("ORANGE", ORANGE); + LuaSetEnumColor("PINK", PINK); + LuaSetEnumColor("RED", RED); + LuaSetEnumColor("MAROON", MAROON); + LuaSetEnumColor("GREEN", GREEN); + LuaSetEnumColor("LIME", LIME); + LuaSetEnumColor("DARKGREEN", DARKGREEN); + LuaSetEnumColor("SKYBLUE", SKYBLUE); + LuaSetEnumColor("BLUE", BLUE); + LuaSetEnumColor("DARKBLUE", DARKBLUE); + LuaSetEnumColor("PURPLE", PURPLE); + LuaSetEnumColor("VIOLET", VIOLET); + LuaSetEnumColor("DARKPURPLE", DARKPURPLE); + LuaSetEnumColor("BEIGE", BEIGE); + LuaSetEnumColor("BROWN", BROWN); + LuaSetEnumColor("DARKBROWN", DARKBROWN); + LuaSetEnumColor("WHITE", WHITE); + LuaSetEnumColor("BLACK", BLACK); + LuaSetEnumColor("BLANK", BLANK); + LuaSetEnumColor("MAGENTA", MAGENTA); + LuaSetEnumColor("RAYWHITE", RAYWHITE); + lua_pop(L, 1); + + LuaStartEnum(); + LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE); + LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA); + LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5); + LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8); + LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1); + LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4); + LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8); + LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB); + LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA); + LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA); + LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA); + LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB); + LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB); + LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA); + LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB); + LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA); + LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA); + LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA); + LuaEndEnum("TextureFormat"); + + LuaStartEnum(); + LuaSetEnum("ALPHA", BLEND_ALPHA); + LuaSetEnum("ADDITIVE", BLEND_ADDITIVE); + LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED); + LuaEndEnum("BlendMode"); + + LuaStartEnum(); + LuaSetEnum("POINT", LIGHT_POINT); + LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL); + LuaSetEnum("SPOT", LIGHT_SPOT); + LuaEndEnum("LightType"); + + LuaStartEnum(); + LuaSetEnum("NONE", GESTURE_NONE); + LuaSetEnum("TAP", GESTURE_TAP); + LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP); + LuaSetEnum("HOLD", GESTURE_HOLD); + LuaSetEnum("DRAG", GESTURE_DRAG); + LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT); + LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT); + LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP); + LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN); + LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN); + LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT); + LuaEndEnum("Gestures"); + + LuaStartEnum(); + LuaSetEnum("CUSTOM", CAMERA_CUSTOM); + LuaSetEnum("FREE", CAMERA_FREE); + LuaSetEnum("ORBITAL", CAMERA_ORBITAL); + LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON); + LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON); + LuaEndEnum("CameraMode"); + + LuaStartEnum(); + LuaSetEnum("DEFAULT_DEVICE", HMD_DEFAULT_DEVICE); + LuaSetEnum("OCULUS_RIFT_DK2", HMD_OCULUS_RIFT_DK2); + LuaSetEnum("OCULUS_RIFT_CV1", HMD_OCULUS_RIFT_CV1); + LuaSetEnum("VALVE_HTC_VIVE", HMD_VALVE_HTC_VIVE); + LuaSetEnum("SAMSUNG_GEAR_VR", HMD_SAMSUNG_GEAR_VR); + LuaSetEnum("GOOGLE_CARDBOARD", HMD_GOOGLE_CARDBOARD); + LuaSetEnum("SONY_PLAYSTATION_VR", HMD_SONY_PLAYSTATION_VR); + LuaSetEnum("RAZER_OSVR", HMD_RAZER_OSVR); + LuaSetEnum("FOVE_VR", HMD_FOVE_VR); + LuaEndEnum("VrDevice"); + + lua_pushglobaltable(L); + LuaSetEnum("INFO", INFO); + LuaSetEnum("ERROR", ERROR); + LuaSetEnum("WARNING", WARNING); + LuaSetEnum("DEBUG", DEBUG); + LuaSetEnum("OTHER", OTHER); + lua_pop(L, 1); + + lua_pushboolean(L, true); +#if defined(PLATFORM_DESKTOP) + lua_setglobal(L, "PLATFORM_DESKTOP"); +#elif defined(PLATFORM_ANDROID) + lua_setglobal(L, "PLATFORM_ANDROID"); +#elif defined(PLATFORM_RPI) + lua_setglobal(L, "PLATFORM_RPI"); +#elif defined(PLATFORM_WEB) + lua_setglobal(L, "PLATFORM_WEB"); +#endif + + luaL_openlibs(L); + LuaBuildOpaqueMetatables(); + + LuaRegisterRayLib(0); +} + +// De-initialize Lua system +RLUADEF void CloseLuaDevice(void) +{ + if (mainLuaState) + { + lua_close(mainLuaState); + mainLuaState = 0; + L = 0; + } +} + +// Execute raylib Lua code +RLUADEF void ExecuteLuaCode(const char *code) +{ + if (!mainLuaState) + { + TraceLog(WARNING, "Lua device not initialized"); + return; + } + + int result = luaL_dostring(L, code); + + switch (result) + { + case LUA_OK: break; + case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1)); break; + case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1)); break; + default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1)); break; + } +} + +// Execute raylib Lua script +RLUADEF void ExecuteLuaFile(const char *filename) +{ + if (!mainLuaState) + { + TraceLog(WARNING, "Lua device not initialized"); + return; + } + + int result = luaL_dofile(L, filename); + + switch (result) + { + case LUA_OK: break; + case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1)); + case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1)); + default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1)); + } +} + +#endif // RLUA_IMPLEMENTATION diff --git a/src/shapes.c b/src/shapes.c index d9b172f1..362dc0f7 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -113,7 +113,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius); + rlVertex2f(centerX + sin(DEG2RAD*(i + 10))*radius, centerY + cos(DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -131,7 +131,7 @@ void DrawCircleV(Vector2 center, float radius, Color color) rlVertex2i(center.x, center.y); rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius); - rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius); + rlVertex2f(center.x + sin(DEG2RAD*(i + 10))*radius, center.y + cos(DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -146,8 +146,8 @@ void DrawCircleV(Vector2 center, float radius, Color color) rlVertex2i(center.x, center.y); rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius); - rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius); - rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius); + rlVertex2f(center.x + sin(DEG2RAD*(i + 10))*radius, center.y + cos(DEG2RAD*(i + 10))*radius); + rlVertex2f(center.x + sin(DEG2RAD*(i + 20))*radius, center.y + cos(DEG2RAD*(i + 20))*radius); } rlEnd(); @@ -165,7 +165,7 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) for (int i = 0; i < 360; i += 10) { rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius); - rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius); + rlVertex2f(centerX + sin(DEG2RAD*(i + 10))*radius, centerY + cos(DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -347,11 +347,11 @@ void DrawPolyEx(Vector2 *points, int numPoints, Color color) rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < numPoints - 2; i++) + for (int i = 1; i < numPoints - 1; i++) { + rlVertex2f(points[0].x, points[0].y); rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); - rlVertex2f(points[i + 2].x, points[i + 2].y); } rlEnd(); } diff --git a/src/text.c b/src/text.c index ec2480e3..c538ea56 100644 --- a/src/text.c +++ b/src/text.c @@ -34,7 +34,7 @@ // Following libs are used on LoadTTF() #define STB_TRUETYPE_IMPLEMENTATION -#include "external/stb_truetype.h" // Required for: stbtt_BakeFontBitmap() +#include "external/stb_truetype.h" // Required for: stbtt_BakeFontBitmap() // Rectangle packing functions (not used at the moment) //#define STB_RECT_PACK_IMPLEMENTATION @@ -43,8 +43,7 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define FONT_FIRST_CHAR 32 -#define MAX_FONTCHARS 128 +#define FONT_FIRST_CHAR 32 // NOTE: Expected first char for a sprite font #define MAX_FORMATTEXT_LENGTH 64 #define MAX_SUBTEXT_LENGTH 64 @@ -72,7 +71,9 @@ static SpriteFont defaultFont; // Default font provided by raylib static SpriteFont LoadImageFont(Image image, Color key, int firstChar); // Load a Image font file (XNA style) static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font) static SpriteFont LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode font file) -static SpriteFont LoadTTF(const char *fileName, int fontSize); // Generate a sprite font image from TTF data (font size required) + +// Generate a sprite font image from TTF data +static SpriteFont LoadTTF(const char *fileName, int fontSize, int firstChar, int numChars); extern void LoadDefaultFont(void); extern void UnloadDefaultFont(void); @@ -150,7 +151,7 @@ extern void LoadDefaultFont(void) //---------------------------------------------------------------------- int imWidth = 128; int imHeight = 128; - + Color *imagePixels = (Color *)malloc(imWidth*imHeight*sizeof(Color)); for (int i = 0; i < imWidth*imHeight; i++) imagePixels[i] = BLANK; // Initialize array @@ -173,7 +174,7 @@ extern void LoadDefaultFont(void) //FILE *myimage = fopen("default_font.raw", "wb"); //fwrite(image.pixels, 1, 128*128*4, myimage); //fclose(myimage); - + Image image = LoadImageEx(imagePixels, imWidth, imHeight); ImageFormat(&image, UNCOMPRESSED_GRAY_ALPHA); @@ -184,13 +185,13 @@ extern void LoadDefaultFont(void) // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars //------------------------------------------------------------------------------ - defaultFont.charValues = (int *)malloc(defaultFont.numChars*sizeof(int)); + defaultFont.charValues = (int *)malloc(defaultFont.numChars*sizeof(int)); defaultFont.charRecs = (Rectangle *)malloc(defaultFont.numChars*sizeof(Rectangle)); // Allocate space for our character rectangle data // This memory should be freed at end! --> Done on CloseWindow() - + defaultFont.charOffsets = (Vector2 *)malloc(defaultFont.numChars*sizeof(Vector2)); defaultFont.charAdvanceX = (int *)malloc(defaultFont.numChars*sizeof(int)); - + int currentLine = 0; int currentPosX = charsDivisor; int testPosX = charsDivisor; @@ -198,9 +199,9 @@ extern void LoadDefaultFont(void) for (int i = 0; i < defaultFont.numChars; i++) { defaultFont.charValues[i] = FONT_FIRST_CHAR + i; // First char is 32 - + defaultFont.charRecs[i].x = currentPosX; - defaultFont.charRecs[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor); + defaultFont.charRecs[i].y = charsDivisor + currentLine*(charsHeight + charsDivisor); defaultFont.charRecs[i].width = charsWidth[i]; defaultFont.charRecs[i].height = charsHeight; @@ -216,12 +217,12 @@ extern void LoadDefaultFont(void) defaultFont.charRecs[i].y = charsDivisor + currentLine*(charsHeight + charsDivisor); } else currentPosX = testPosX; - + // NOTE: On default font character offsets and xAdvance are not required defaultFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f }; defaultFont.charAdvanceX[i] = 0; } - + defaultFont.size = defaultFont.charRecs[0].height; TraceLog(INFO, "[TEX ID %i] Default font loaded successfully", defaultFont.texture.id); @@ -245,19 +246,23 @@ SpriteFont GetDefaultFont() // Load a SpriteFont image into GPU memory SpriteFont LoadSpriteFont(const char *fileName) { + // Default hardcoded values for ttf file loading + #define DEFAULT_TTF_FONTSIZE 32 // Font first character (32 - space) + #define DEFAULT_TTF_NUMCHARS 95 // ASCII 32..126 is 95 glyphs + SpriteFont spriteFont = { 0 }; // Check file extension if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName); - else if (strcmp(GetExtension(fileName),"ttf") == 0) spriteFont = LoadTTF(fileName, 32); + else if (strcmp(GetExtension(fileName),"ttf") == 0) spriteFont = LoadTTF(fileName, DEFAULT_TTF_FONTSIZE, FONT_FIRST_CHAR, DEFAULT_TTF_NUMCHARS); else if (strcmp(GetExtension(fileName),"fnt") == 0) spriteFont = LoadBMFont(fileName); else { Image image = LoadImage(fileName); - if (image.data != NULL) spriteFont = LoadImageFont(image, MAGENTA, 32); + if (image.data != NULL) spriteFont = LoadImageFont(image, MAGENTA, FONT_FIRST_CHAR); UnloadImage(image); } - + if (spriteFont.texture.id == 0) { TraceLog(WARNING, "[%s] SpriteFont could not be loaded, using default font", fileName); @@ -292,14 +297,14 @@ void DrawText(const char *text, int posX, int posY, int fontSize, Color color) int defaultFontSize = 10; // Default Font chars height in pixel if (fontSize < defaultFontSize) fontSize = defaultFontSize; - int spacing = fontSize / defaultFontSize; + int spacing = fontSize/defaultFontSize; - DrawTextEx(defaultFont, text, position, fontSize, spacing, color); + DrawTextEx(defaultFont, text, position, (float)fontSize, spacing, color); } // Draw text using SpriteFont // NOTE: chars spacing is NOT proportional to fontSize -void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int fontSize, int spacing, Color tint) +void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, float fontSize, int spacing, Color tint) { int length = strlen(text); int textOffsetX = 0; @@ -309,17 +314,17 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int f Rectangle rec; - scaleFactor = (float)fontSize/spriteFont.size; + scaleFactor = fontSize/spriteFont.size; - // NOTE: Some ugly hacks are made to support Latin-1 Extended characters directly + // NOTE: Some ugly hacks are made to support Latin-1 Extended characters directly // written in C code files (codified by default as UTF-8) - - for(int i = 0; i < length; i++) + + for (int i = 0; i < length; i++) { // TODO: Right now we are supposing characters that follow a continous order and start at FONT_FIRST_CHAR, // this sytem can be improved to support any characters order and init value... // An intermediate table could be created to link char values with predefined char position index in chars rectangle array - + if ((unsigned char)text[i] == 0xc2) // UTF-8 encoding identification HACK! { // Support UTF-8 encoded values from [0xc2 0x80] -> [0xc2 0xbf](¿) @@ -348,8 +353,8 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int f if (rec.x > 0) { - DrawTexturePro(spriteFont.texture, rec, (Rectangle){ position.x + textOffsetX + spriteFont.charOffsets[(int)text[i] - FONT_FIRST_CHAR].x*scaleFactor, - position.y + textOffsetY + spriteFont.charOffsets[(int)text[i] - FONT_FIRST_CHAR].y*scaleFactor, + DrawTexturePro(spriteFont.texture, rec, (Rectangle){ position.x + textOffsetX + spriteFont.charOffsets[(int)text[i] - FONT_FIRST_CHAR].x*scaleFactor, + position.y + textOffsetY + spriteFont.charOffsets[(int)text[i] - FONT_FIRST_CHAR].y*scaleFactor, rec.width*scaleFactor, rec.height*scaleFactor} , (Vector2){ 0, 0 }, 0.0f, tint); if (spriteFont.charAdvanceX[(int)text[i] - FONT_FIRST_CHAR] == 0) textOffsetX += (rec.width*scaleFactor + spacing); @@ -376,15 +381,15 @@ const char *SubText(const char *text, int position, int length) { static char buffer[MAX_SUBTEXT_LENGTH]; int textLength = strlen(text); - + if (position >= textLength) { position = textLength - 1; length = 0; } - + if (length >= textLength) length = textLength; - + for (int c = 0 ; c < length ; c++) { *(buffer+c) = *(text+position); @@ -403,7 +408,7 @@ int MeasureText(const char *text, int fontSize) int defaultFontSize = 10; // Default Font chars height in pixel if (fontSize < defaultFontSize) fontSize = defaultFontSize; - int spacing = fontSize / defaultFontSize; + int spacing = fontSize/defaultFontSize; vec = MeasureTextEx(defaultFont, text, fontSize, spacing); @@ -416,17 +421,17 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int int len = strlen(text); int tempLen = 0; // Used to count longer text line num chars int lenCounter = 0; - + int textWidth = 0; int tempTextWidth = 0; // Used to count longer text line width - + int textHeight = spriteFont.size; float scaleFactor; for (int i = 0; i < len; i++) { lenCounter++; - + if (text[i] != '\n') { if (spriteFont.charAdvanceX[(int)text[i] - FONT_FIRST_CHAR] != 0) textWidth += spriteFont.charAdvanceX[(int)text[i] - FONT_FIRST_CHAR]; @@ -439,10 +444,10 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int textWidth = 0; textHeight += (spriteFont.size + spriteFont.size/2); // NOTE: Fixed line spacing of 1.5 lines } - + if (tempLen < lenCounter) tempLen = lenCounter; } - + if (tempTextWidth < textWidth) tempTextWidth = textWidth; if (fontSize <= spriteFont.size) scaleFactor = 1.0f; @@ -491,24 +496,27 @@ void DrawFPS(int posX, int posY) static SpriteFont LoadImageFont(Image image, Color key, int firstChar) { #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a)) - + int charSpacing = 0; int lineSpacing = 0; int x = 0; int y = 0; - // We allocate a temporal arrays for chars data measures, + // Default number of characters expected supported + #define MAX_FONTCHARS 128 + + // We allocate a temporal arrays for chars data measures, // once we get the actual number of chars, we copy data to a sized arrays int tempCharValues[MAX_FONTCHARS]; Rectangle tempCharRecs[MAX_FONTCHARS]; - + Color *pixels = GetImageData(image); // Parse image data to get charSpacing and lineSpacing - for(y = 0; y < image.height; y++) + for (y = 0; y < image.height; y++) { - for(x = 0; x < image.width; x++) + for (x = 0; x < image.width; x++) { if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break; } @@ -521,7 +529,7 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) int charHeight = 0; int j = 0; - while(!COLOR_EQUAL(pixels[(lineSpacing + j)*image.width + charSpacing], key)) j++; + while (!COLOR_EQUAL(pixels[(lineSpacing + j)*image.width + charSpacing], key)) j++; charHeight = j; @@ -531,20 +539,20 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) int xPosToRead = charSpacing; // Parse image data to get rectangle sizes - while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < image.height) + while ((lineSpacing + lineToRead*(charHeight + lineSpacing)) < image.height) { - while((xPosToRead < image.width) && + while ((xPosToRead < image.width) && !COLOR_EQUAL((pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead]), key)) { tempCharValues[index] = firstChar + index; - + tempCharRecs[index].x = xPosToRead; - tempCharRecs[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing); + tempCharRecs[index].y = lineSpacing + lineToRead*(charHeight + lineSpacing); tempCharRecs[index].height = charHeight; int charWidth = 0; - while(!COLOR_EQUAL(pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead + charWidth], key)) charWidth++; + while (!COLOR_EQUAL(pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead + charWidth], key)) charWidth++; tempCharRecs[index].width = charWidth; @@ -556,14 +564,14 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) lineToRead++; xPosToRead = charSpacing; } - + free(pixels); - + TraceLog(DEBUG, "SpriteFont data parsed correctly from image"); - + // Create spritefont with all data parsed from image SpriteFont spriteFont = { 0 }; - + spriteFont.texture = LoadTextureFromImage(image); // Convert loaded image to OpenGL texture spriteFont.numChars = index; @@ -578,13 +586,15 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) { spriteFont.charValues[i] = tempCharValues[i]; spriteFont.charRecs[i] = tempCharRecs[i]; - + // NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0) spriteFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f }; spriteFont.charAdvanceX[i] = 0; } - + spriteFont.size = spriteFont.charRecs[0].height; + + TraceLog(INFO, "Image file loaded correctly as SpriteFont"); return spriteFont; } @@ -623,7 +633,7 @@ static SpriteFont LoadRBMF(const char *fileName) if (rbmfFile == NULL) { TraceLog(WARNING, "[%s] rBMF font file could not be opened, using default font", fileName); - + spriteFont = GetDefaultFont(); } else @@ -634,15 +644,15 @@ static SpriteFont LoadRBMF(const char *fileName) spriteFont.numChars = (int)rbmfHeader.numChars; - int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32; + int numPixelBits = rbmfHeader.imgWidth*rbmfHeader.imgHeight/32; - rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int)); + rbmfFileData = (unsigned int *)malloc(numPixelBits*sizeof(unsigned int)); - for(int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile); + for (int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile); - rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars * sizeof(unsigned char)); + rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars*sizeof(unsigned char)); - for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile); + for (int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile); // Re-construct image from rbmfFileData //----------------------------------------- @@ -662,10 +672,10 @@ static SpriteFont LoadRBMF(const char *fileName) counter++; } - + Image image = LoadImageEx(imagePixels, rbmfHeader.imgWidth, rbmfHeader.imgHeight); ImageFormat(&image, UNCOMPRESSED_GRAY_ALPHA); - + free(imagePixels); TraceLog(DEBUG, "[%s] Image reconstructed correctly, now converting it to texture", fileName); @@ -677,7 +687,7 @@ static SpriteFont LoadRBMF(const char *fileName) //TraceLog(INFO, "[%s] Starting chars set reconstruction", fileName); // Get characters data using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars - spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int)); + spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int)); spriteFont.charRecs = (Rectangle *)malloc(spriteFont.numChars*sizeof(Rectangle)); spriteFont.charOffsets = (Vector2 *)malloc(spriteFont.numChars*sizeof(Vector2)); spriteFont.charAdvanceX = (int *)malloc(spriteFont.numChars*sizeof(int)); @@ -689,12 +699,12 @@ static SpriteFont LoadRBMF(const char *fileName) for (int i = 0; i < spriteFont.numChars; i++) { spriteFont.charValues[i] = (int)rbmfHeader.firstChar + i; - + spriteFont.charRecs[i].x = currentPosX; - spriteFont.charRecs[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor); + spriteFont.charRecs[i].y = charsDivisor + currentLine*((int)rbmfHeader.charHeight + charsDivisor); spriteFont.charRecs[i].width = (int)rbmfCharWidthData[i]; spriteFont.charRecs[i].height = (int)rbmfHeader.charHeight; - + // NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0) spriteFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f }; spriteFont.charAdvanceX[i] = 0; @@ -704,15 +714,15 @@ static SpriteFont LoadRBMF(const char *fileName) if (testPosX > spriteFont.texture.width) { currentLine++; - currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i]; + currentPosX = 2*charsDivisor + (int)rbmfCharWidthData[i]; testPosX = currentPosX; spriteFont.charRecs[i].x = charsDivisor; - spriteFont.charRecs[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor); + spriteFont.charRecs[i].y = charsDivisor + currentLine*(rbmfHeader.charHeight + charsDivisor); } else currentPosX = testPosX; } - + spriteFont.size = spriteFont.charRecs[0].height; TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName); @@ -730,20 +740,20 @@ static SpriteFont LoadRBMF(const char *fileName) static SpriteFont LoadBMFont(const char *fileName) { #define MAX_BUFFER_SIZE 256 - + SpriteFont font = { 0 }; font.texture.id = 0; - + char buffer[MAX_BUFFER_SIZE]; char *searchPoint = NULL; - + int fontSize = 0; int texWidth, texHeight; char texFileName[128]; int numChars = 0; int base; // Useless data - + FILE *fntFile; fntFile = fopen(fileName, "rt"); @@ -758,42 +768,42 @@ static SpriteFont LoadBMFont(const char *fileName) fgets(buffer, MAX_BUFFER_SIZE, fntFile); //searchPoint = strstr(buffer, "size"); //sscanf(searchPoint, "size=%i", &fontSize); - + fgets(buffer, MAX_BUFFER_SIZE, fntFile); searchPoint = strstr(buffer, "lineHeight"); sscanf(searchPoint, "lineHeight=%i base=%i scaleW=%i scaleH=%i", &fontSize, &base, &texWidth, &texHeight); - + TraceLog(DEBUG, "[%s] Font size: %i", fileName, fontSize); TraceLog(DEBUG, "[%s] Font texture scale: %ix%i", fileName, texWidth, texHeight); - + fgets(buffer, MAX_BUFFER_SIZE, fntFile); searchPoint = strstr(buffer, "file"); sscanf(searchPoint, "file=\"%128[^\"]\"", texFileName); - + TraceLog(DEBUG, "[%s] Font texture filename: %s", fileName, texFileName); - + fgets(buffer, MAX_BUFFER_SIZE, fntFile); searchPoint = strstr(buffer, "count"); sscanf(searchPoint, "count=%i", &numChars); - + TraceLog(DEBUG, "[%s] Font num chars: %i", fileName, numChars); - + // Compose correct path using route of .fnt file (fileName) and texFileName char *texPath = NULL; char *lastSlash = NULL; lastSlash = strrchr(fileName, '/'); - + // NOTE: We need some extra space to avoid memory corruption on next allocations! texPath = malloc(strlen(fileName) - strlen(lastSlash) + strlen(texFileName) + 4); - + // NOTE: strcat() and strncat() required a '\0' terminated string to work! *texPath = '\0'; strncat(texPath, fileName, strlen(fileName) - strlen(lastSlash) + 1); strncat(texPath, texFileName, strlen(texFileName)); TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath); - + font.texture = LoadTexture(texPath); font.size = fontSize; font.numChars = numChars; @@ -801,35 +811,35 @@ static SpriteFont LoadBMFont(const char *fileName) font.charRecs = (Rectangle *)malloc(numChars*sizeof(Rectangle)); font.charOffsets = (Vector2 *)malloc(numChars*sizeof(Vector2)); font.charAdvanceX = (int *)malloc(numChars*sizeof(int)); - + free(texPath); - + int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX; - + bool unorderedChars = false; int firstChar = 0; - + for (int i = 0; i < numChars; i++) { fgets(buffer, MAX_BUFFER_SIZE, fntFile); - sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i", + sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i", &charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX); - + if (i == 0) firstChar = charId; else if (i != (charId - firstChar)) unorderedChars = true; - + // Save data properly in sprite font font.charValues[i] = charId; font.charRecs[i] = (Rectangle){ charX, charY, charWidth, charHeight }; font.charOffsets[i] = (Vector2){ (float)charOffsetX, (float)charOffsetY }; font.charAdvanceX[i] = charAdvanceX; } - + fclose(fntFile); - + if (firstChar != FONT_FIRST_CHAR) TraceLog(WARNING, "BMFont not supported: expected SPACE(32) as first character, falling back to default font"); else if (unorderedChars) TraceLog(WARNING, "BMFont not supported: unordered chars data, falling back to default font"); - + // NOTE: Font data could be not ordered by charId: 32,33,34,35... raylib does not support unordered BMFonts if ((firstChar != FONT_FIRST_CHAR) || (unorderedChars) || (font.texture.id == 0)) { @@ -843,22 +853,20 @@ static SpriteFont LoadBMFont(const char *fileName) // Generate a sprite font from TTF file data (font size required) // TODO: Review texture packing method and generation (use oversampling) -static SpriteFont LoadTTF(const char *fileName, int fontSize) +static SpriteFont LoadTTF(const char *fileName, int fontSize, int firstChar, int numChars) { // NOTE: Generated font uses some hardcoded values #define FONT_TEXTURE_WIDTH 512 // Font texture width #define FONT_TEXTURE_HEIGHT 512 // Font texture height - #define FONT_FIRST_CHAR 32 // Font first character (32 - space) - #define FONT_NUM_CHARS 95 // ASCII 32..126 is 95 glyphs unsigned char *ttfBuffer = (unsigned char *)malloc(1 << 25); unsigned char *dataBitmap = (unsigned char *)malloc(FONT_TEXTURE_WIDTH*FONT_TEXTURE_HEIGHT*sizeof(unsigned char)); // One channel bitmap returned! - stbtt_bakedchar charData[FONT_NUM_CHARS]; // ASCII 32..126 is 95 glyphs + stbtt_bakedchar *charData = (stbtt_bakedchar *)malloc(sizeof(stbtt_bakedchar)*numChars); SpriteFont font = { 0 }; - + FILE *ttfFile = fopen(fileName, "rb"); - + if (ttfFile == NULL) { TraceLog(WARNING, "[%s] FNT file could not be opened", fileName); @@ -868,14 +876,14 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize) fread(ttfBuffer, 1, 1<<25, ttfFile); // NOTE: Using stb_truetype crappy packing method, no guarante the font fits the image... - stbtt_BakeFontBitmap(ttfBuffer,0, fontSize, dataBitmap, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, FONT_FIRST_CHAR, FONT_NUM_CHARS, charData); + stbtt_BakeFontBitmap(ttfBuffer,0, fontSize, dataBitmap, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, firstChar, numChars, charData); free(ttfBuffer); - + // Convert image data from grayscale to to UNCOMPRESSED_GRAY_ALPHA unsigned char *dataGrayAlpha = (unsigned char *)malloc(FONT_TEXTURE_WIDTH*FONT_TEXTURE_HEIGHT*sizeof(unsigned char)*2); // Two channels int k = 0; - + for (int i = 0; i < FONT_TEXTURE_WIDTH*FONT_TEXTURE_HEIGHT; i++) { dataGrayAlpha[k] = 255; @@ -883,9 +891,9 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize) k += 2; } - + free(dataBitmap); - + // Sprite font generation from TTF extracted data Image image; image.width = FONT_TEXTURE_WIDTH; @@ -898,24 +906,26 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize) UnloadImage(image); // Unloads dataGrayAlpha font.size = fontSize; - font.numChars = FONT_NUM_CHARS; + font.numChars = numChars; font.charValues = (int *)malloc(font.numChars*sizeof(int)); font.charRecs = (Rectangle *)malloc(font.numChars*sizeof(Rectangle)); font.charOffsets = (Vector2 *)malloc(font.numChars*sizeof(Vector2)); font.charAdvanceX = (int *)malloc(font.numChars*sizeof(int)); - + for (int i = 0; i < font.numChars; i++) { - font.charValues[i] = i + FONT_FIRST_CHAR; + font.charValues[i] = i + firstChar; font.charRecs[i].x = (int)charData[i].x0; font.charRecs[i].y = (int)charData[i].y0; font.charRecs[i].width = (int)charData[i].x1 - (int)charData[i].x0; font.charRecs[i].height = (int)charData[i].y1 - (int)charData[i].y0; - + font.charOffsets[i] = (Vector2){ charData[i].xoff, charData[i].yoff }; font.charAdvanceX[i] = (int)charData[i].xadvance; } + free(charData); + return font; } \ No newline at end of file diff --git a/src/textures.c b/src/textures.c index f5523a3e..5de0590b 100644 --- a/src/textures.c +++ b/src/textures.c @@ -33,18 +33,28 @@ #include // Required for: strcmp(), strrchr(), strncmp() #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2 - // Required: rlglLoadTexture() rlDeleteTextures(), + // Required: rlglLoadTexture() rlDeleteTextures(), // rlglGenerateMipmaps(), some funcs for DrawTexturePro() #include "utils.h" // rRES data decompression utility function // NOTE: Includes Android fopen function map +// Support only desired texture formats, by default: JPEG, PNG, BMP, TGA +//#define STBI_NO_JPEG // Image format .jpg and .jpeg +//#define STBI_NO_PNG +//#define STBI_NO_BMP +//#define STBI_NO_TGA +#define STBI_NO_PSD +#define STBI_NO_GIF +#define STBI_NO_HDR +#define STBI_NO_PIC +#define STBI_NO_PNM // Image format .ppm and .pgm #define STB_IMAGE_IMPLEMENTATION #include "external/stb_image.h" // Required for: stbi_load() // NOTE: Used to read image data (multiple formats support) #define STB_IMAGE_RESIZE_IMPLEMENTATION -#include "external/stb_image_resize.h" // Required for: stbir_resize_uint8() +#include "external/stb_image_resize.h" // Required for: stbir_resize_uint8() // NOTE: Used for image scaling on ImageResize() //---------------------------------------------------------------------------------- @@ -95,22 +105,29 @@ Image LoadImage(const char *fileName) if ((strcmp(GetExtension(fileName),"png") == 0) || (strcmp(GetExtension(fileName),"bmp") == 0) || (strcmp(GetExtension(fileName),"tga") == 0) || - (strcmp(GetExtension(fileName),"jpg") == 0) || - (strcmp(GetExtension(fileName),"gif") == 0) || - (strcmp(GetExtension(fileName),"psd") == 0) || - (strcmp(GetExtension(fileName),"pic") == 0)) + (strcmp(GetExtension(fileName),"jpg") == 0) +#ifndef STBI_NO_GIF + || (strcmp(GetExtension(fileName),"gif") == 0) +#endif +#ifndef STBI_NO_PSD + || (strcmp(GetExtension(fileName),"psd") == 0) +#endif +#ifndef STBI_NO_PIC + || (strcmp(GetExtension(fileName),"pic") == 0) +#endif + ) { int imgWidth = 0; int imgHeight = 0; int imgBpp = 0; - + // NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...) image.data = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 0); image.width = imgWidth; image.height = imgHeight; image.mipmaps = 1; - + if (imgBpp == 1) image.format = UNCOMPRESSED_GRAYSCALE; else if (imgBpp == 2) image.format = UNCOMPRESSED_GRAY_ALPHA; else if (imgBpp == 3) image.format = UNCOMPRESSED_R8G8B8; @@ -121,12 +138,12 @@ Image LoadImage(const char *fileName) else if (strcmp(GetExtension(fileName),"ktx") == 0) image = LoadKTX(fileName); else if (strcmp(GetExtension(fileName),"pvr") == 0) image = LoadPVR(fileName); else if (strcmp(GetExtension(fileName),"astc") == 0) image = LoadASTC(fileName); - + if (image.data != NULL) - { + { TraceLog(INFO, "[%s] Image loaded successfully (%ix%i)", fileName, image.width, image.height); } - else TraceLog(WARNING, "[%s] Image could not be loaded, file not recognized", fileName); + else TraceLog(WARNING, "[%s] Image could not be loaded, file not recognized", fileName); return image; } @@ -141,11 +158,11 @@ Image LoadImageEx(Color *pixels, int width, int height) image.height = height; image.mipmaps = 1; image.format = UNCOMPRESSED_R8G8B8A8; - + int k = 0; image.data = (unsigned char *)malloc(image.width*image.height*4*sizeof(unsigned char)); - + for (int i = 0; i < image.width*image.height*4; i += 4) { ((unsigned char *)image.data)[i] = pixels[k].r; @@ -180,7 +197,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int if (headerSize > 0) fseek(rawFile, headerSize, SEEK_SET); unsigned int size = width*height; - + switch (format) { case UNCOMPRESSED_GRAYSCALE: image.data = (unsigned char *)malloc(size); break; // 8 bit per pixel (no alpha) @@ -192,16 +209,16 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int case UNCOMPRESSED_R8G8B8A8: image.data = (unsigned char *)malloc(size*4); size *= 4; break; // 32 bpp default: TraceLog(WARNING, "Image format not suported"); break; } - + fread(image.data, size, 1, rawFile); - + // TODO: Check if data have been read - + image.width = width; image.height = height; image.mipmaps = 0; image.format = format; - + fclose(rawFile); } @@ -326,9 +343,9 @@ Texture2D LoadTexture(const char *fileName) Texture2D texture; Image image = LoadImage(fileName); - + if (image.data != NULL) - { + { texture = LoadTextureFromImage(image); UnloadImage(image); } @@ -350,9 +367,9 @@ Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat) texture.height = height; texture.mipmaps = 1; texture.format = textureFormat; - + texture.id = rlglLoadTexture(data, width, height, textureFormat, 1); - + return texture; } @@ -380,7 +397,7 @@ Texture2D LoadTextureFromImage(Image image) texture.height = 0; texture.mipmaps = 0; texture.format = 0; - + texture.id = rlglLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps); texture.width = image.width; @@ -395,7 +412,7 @@ Texture2D LoadTextureFromImage(Image image) RenderTexture2D LoadRenderTexture(int width, int height) { RenderTexture2D target = rlglLoadRenderTexture(width, height); - + return target; } @@ -403,7 +420,7 @@ RenderTexture2D LoadRenderTexture(int width, int height) void UnloadImage(Image image) { free(image.data); - + // NOTE: It becomes anoying every time a texture is loaded //TraceLog(INFO, "Unloaded image data"); } @@ -414,7 +431,7 @@ void UnloadTexture(Texture2D texture) if (texture.id != 0) { rlDeleteTextures(texture.id); - + TraceLog(INFO, "[TEX ID %i] Unloaded texture data from VRAM (GPU)", texture.id); } } @@ -429,7 +446,7 @@ void UnloadRenderTexture(RenderTexture2D target) Color *GetImageData(Image image) { Color *pixels = (Color *)malloc(image.width*image.height*sizeof(Color)); - + int k = 0; for (int i = 0; i < image.width*image.height; i++) @@ -442,7 +459,7 @@ Color *GetImageData(Image image) pixels[i].g = ((unsigned char *)image.data)[k]; pixels[i].b = ((unsigned char *)image.data)[k]; pixels[i].a = 255; - + k++; } break; case UNCOMPRESSED_GRAY_ALPHA: @@ -451,7 +468,7 @@ Color *GetImageData(Image image) pixels[i].g = ((unsigned char *)image.data)[k]; pixels[i].b = ((unsigned char *)image.data)[k]; pixels[i].a = ((unsigned char *)image.data)[k + 1]; - + k += 2; } break; case UNCOMPRESSED_R5G5B5A1: @@ -462,7 +479,7 @@ Color *GetImageData(Image image) pixels[i].g = (unsigned char)((float)((pixel & 0b0000011111000000) >> 6)*(255/31)); pixels[i].b = (unsigned char)((float)((pixel & 0b0000000000111110) >> 1)*(255/31)); pixels[i].a = (unsigned char)((pixel & 0b0000000000000001)*255); - + k++; } break; case UNCOMPRESSED_R5G6B5: @@ -473,18 +490,18 @@ Color *GetImageData(Image image) pixels[i].g = (unsigned char)((float)((pixel & 0b0000011111100000) >> 5)*(255/63)); pixels[i].b = (unsigned char)((float)(pixel & 0b0000000000011111)*(255/31)); pixels[i].a = 255; - + k++; } break; case UNCOMPRESSED_R4G4B4A4: { unsigned short pixel = ((unsigned short *)image.data)[k]; - + pixels[i].r = (unsigned char)((float)((pixel & 0b1111000000000000) >> 12)*(255/15)); pixels[i].g = (unsigned char)((float)((pixel & 0b0000111100000000) >> 8)*(255/15)); pixels[i].b = (unsigned char)((float)((pixel & 0b0000000011110000) >> 4)*(255/15)); pixels[i].a = (unsigned char)((float)(pixel & 0b0000000000001111)*(255/15)); - + k++; } break; case UNCOMPRESSED_R8G8B8A8: @@ -493,7 +510,7 @@ Color *GetImageData(Image image) pixels[i].g = ((unsigned char *)image.data)[k + 1]; pixels[i].b = ((unsigned char *)image.data)[k + 2]; pixels[i].a = ((unsigned char *)image.data)[k + 3]; - + k += 4; } break; case UNCOMPRESSED_R8G8B8: @@ -502,11 +519,11 @@ Color *GetImageData(Image image) pixels[i].g = (unsigned char)((unsigned char *)image.data)[k + 1]; pixels[i].b = (unsigned char)((unsigned char *)image.data)[k + 2]; pixels[i].a = 255; - + k += 3; } break; default: TraceLog(WARNING, "Format not supported for pixel data retrieval"); break; - } + } } return pixels; @@ -522,7 +539,7 @@ Image GetTextureData(Texture2D texture) if (texture.format < 8) { image.data = rlglReadTexturePixels(texture); - + if (image.data != NULL) { image.width = texture.width; @@ -548,32 +565,32 @@ void ImageFormat(Image *image, int newFormat) { if (image->format != newFormat) { - if ((image->format < 8) && (newFormat < 8)) + if ((image->format < COMPRESSED_DXT1_RGB) && (newFormat < COMPRESSED_DXT1_RGB)) { Color *pixels = GetImageData(*image); - + free(image->data); - + image->format = newFormat; int k = 0; - + switch (image->format) { case UNCOMPRESSED_GRAYSCALE: { image->data = (unsigned char *)malloc(image->width*image->height*sizeof(unsigned char)); - + for (int i = 0; i < image->width*image->height; i++) { ((unsigned char *)image->data)[i] = (unsigned char)((float)pixels[i].r*0.299f + (float)pixels[i].g*0.587f + (float)pixels[i].b*0.114f); } - + } break; case UNCOMPRESSED_GRAY_ALPHA: { image->data = (unsigned char *)malloc(image->width*image->height*2*sizeof(unsigned char)); - + for (int i = 0; i < image->width*image->height*2; i += 2) { ((unsigned char *)image->data)[i] = (unsigned char)((float)pixels[k].r*0.299f + (float)pixels[k].g*0.587f + (float)pixels[k].b*0.114f); @@ -585,17 +602,17 @@ void ImageFormat(Image *image, int newFormat) case UNCOMPRESSED_R5G6B5: { image->data = (unsigned short *)malloc(image->width*image->height*sizeof(unsigned short)); - + unsigned char r = 0; unsigned char g = 0; unsigned char b = 0; - + for (int i = 0; i < image->width*image->height; i++) { r = (unsigned char)(round((float)pixels[k].r*31/255)); g = (unsigned char)(round((float)pixels[k].g*63/255)); b = (unsigned char)(round((float)pixels[k].b*31/255)); - + ((unsigned short *)image->data)[i] = (unsigned short)r << 11 | (unsigned short)g << 5 | (unsigned short)b; } @@ -603,7 +620,7 @@ void ImageFormat(Image *image, int newFormat) case UNCOMPRESSED_R8G8B8: { image->data = (unsigned char *)malloc(image->width*image->height*3*sizeof(unsigned char)); - + for (int i = 0; i < image->width*image->height*3; i += 3) { ((unsigned char *)image->data)[i] = pixels[k].r; @@ -615,49 +632,49 @@ void ImageFormat(Image *image, int newFormat) case UNCOMPRESSED_R5G5B5A1: { #define ALPHA_THRESHOLD 50 - + image->data = (unsigned short *)malloc(image->width*image->height*sizeof(unsigned short)); - + unsigned char r = 0; unsigned char g = 0; unsigned char b = 0; unsigned char a = 0; - + for (int i = 0; i < image->width*image->height; i++) { r = (unsigned char)(round((float)pixels[i].r*31/255)); g = (unsigned char)(round((float)pixels[i].g*31/255)); b = (unsigned char)(round((float)pixels[i].b*31/255)); a = (pixels[i].a > ALPHA_THRESHOLD) ? 1 : 0; - + ((unsigned short *)image->data)[i] = (unsigned short)r << 11 | (unsigned short)g << 6 | (unsigned short)b << 1 | (unsigned short)a; } - + } break; case UNCOMPRESSED_R4G4B4A4: { image->data = (unsigned short *)malloc(image->width*image->height*sizeof(unsigned short)); - + unsigned char r = 0; unsigned char g = 0; unsigned char b = 0; unsigned char a = 0; - + for (int i = 0; i < image->width*image->height; i++) { r = (unsigned char)(round((float)pixels[i].r*15/255)); g = (unsigned char)(round((float)pixels[i].g*15/255)); b = (unsigned char)(round((float)pixels[i].b*15/255)); a = (unsigned char)(round((float)pixels[i].a*15/255)); - + ((unsigned short *)image->data)[i] = (unsigned short)r << 12 | (unsigned short)g << 8| (unsigned short)b << 4| (unsigned short)a; } - + } break; case UNCOMPRESSED_R8G8B8A8: { image->data = (unsigned char *)malloc(image->width*image->height*4*sizeof(unsigned char)); - + for (int i = 0; i < image->width*image->height*4; i += 4) { ((unsigned char *)image->data)[i] = pixels[k].r; @@ -669,19 +686,48 @@ void ImageFormat(Image *image, int newFormat) } break; default: break; } - + free(pixels); } else TraceLog(WARNING, "Image data format is compressed, can not be converted"); } } +// Apply alpha mask to image +// NOTE 1: Returned image is RGBA - 32bit +// NOTE 2: alphaMask should be same size as image +void ImageAlphaMask(Image *image, Image alphaMask) +{ + if (image->format >= COMPRESSED_DXT1_RGB) + { + TraceLog(WARNING, "Alpha mask can not be applied to compressed data formats"); + return; + } + else + { + // Force mask to be Grayscale + Image mask = ImageCopy(alphaMask); + ImageFormat(&mask, UNCOMPRESSED_GRAYSCALE); + + // Convert image to RGBA + if (image->format != UNCOMPRESSED_R8G8B8A8) ImageFormat(image, UNCOMPRESSED_R8G8B8A8); + + // Apply alpha mask to alpha channel + for (int i = 0, k = 3; (i < mask.width*mask.height) || (i < image->width*image->height); i++, k += 4) + { + ((unsigned char *)image->data)[k] = ((unsigned char *)mask.data)[i]; + } + + UnloadImage(mask); + } +} + // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -// NOTE: In case selected bpp do not represent an known 16bit format, +// NOTE: In case selected bpp do not represent an known 16bit format, // dithered data is stored in the LSB part of the unsigned short void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) { - if (image->format >= 8) + if (image->format >= COMPRESSED_DXT1_RGB) { TraceLog(WARNING, "Compressed data formats can not be dithered"); return; @@ -694,14 +740,14 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) else { Color *pixels = GetImageData(*image); - + free(image->data); // free old image data - + if ((image->format != UNCOMPRESSED_R8G8B8) && (image->format != UNCOMPRESSED_R8G8B8A8)) { TraceLog(WARNING, "Image format is already 16bpp or lower, dithering could have no effect"); } - + // Define new image format, check if desired bpp match internal known format if ((rBpp == 5) && (gBpp == 6) && (bBpp == 5) && (aBpp == 0)) image->format = UNCOMPRESSED_R5G6B5; else if ((rBpp == 5) && (gBpp == 5) && (bBpp == 5) && (aBpp == 1)) image->format = UNCOMPRESSED_R5G5B5A1; @@ -714,13 +760,13 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) // NOTE: We will store the dithered data as unsigned short (16bpp) image->data = (unsigned short *)malloc(image->width*image->height*sizeof(unsigned short)); - + Color oldpixel = WHITE; Color newpixel = WHITE; - + int error_r, error_g, error_b; unsigned short pixel_r, pixel_g, pixel_b, pixel_a; // Used for 16bit pixel composition - + #define MIN(a,b) (((a)<(b))?(a):(b)) for (int y = 0; y < image->height; y++) @@ -728,7 +774,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) for (int x = 0; x < image->width; x++) { oldpixel = pixels[y*image->width + x]; - + // NOTE: New pixel obtained by bits truncate, it would be better to round values (check ImageFormat()) newpixel.r = oldpixel.r>>(8 - rBpp); // R bits newpixel.g = oldpixel.g>>(8 - gBpp); // G bits @@ -740,7 +786,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) error_r = (int)oldpixel.r - (int)(newpixel.r<<(8 - rBpp)); error_g = (int)oldpixel.g - (int)(newpixel.g<<(8 - gBpp)); error_b = (int)oldpixel.b - (int)(newpixel.b<<(8 - bBpp)); - + pixels[y*image->width + x] = newpixel; // NOTE: Some cases are out of the array and should be ignored @@ -750,21 +796,21 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) pixels[y*image->width + x+1].g = MIN((int)pixels[y*image->width + x+1].g + (int)((float)error_g*7.0f/16), 0xff); pixels[y*image->width + x+1].b = MIN((int)pixels[y*image->width + x+1].b + (int)((float)error_b*7.0f/16), 0xff); } - + if ((x > 0) && (y < (image->height - 1))) { pixels[(y+1)*image->width + x-1].r = MIN((int)pixels[(y+1)*image->width + x-1].r + (int)((float)error_r*3.0f/16), 0xff); pixels[(y+1)*image->width + x-1].g = MIN((int)pixels[(y+1)*image->width + x-1].g + (int)((float)error_g*3.0f/16), 0xff); pixels[(y+1)*image->width + x-1].b = MIN((int)pixels[(y+1)*image->width + x-1].b + (int)((float)error_b*3.0f/16), 0xff); } - + if (y < (image->height - 1)) { pixels[(y+1)*image->width + x].r = MIN((int)pixels[(y+1)*image->width + x].r + (int)((float)error_r*5.0f/16), 0xff); pixels[(y+1)*image->width + x].g = MIN((int)pixels[(y+1)*image->width + x].g + (int)((float)error_g*5.0f/16), 0xff); pixels[(y+1)*image->width + x].b = MIN((int)pixels[(y+1)*image->width + x].b + (int)((float)error_b*5.0f/16), 0xff); } - + if ((x < (image->width - 1)) && (y < (image->height - 1))) { pixels[(y+1)*image->width + x+1].r = MIN((int)pixels[(y+1)*image->width + x+1].r + (int)((float)error_r*1.0f/16), 0xff); @@ -776,7 +822,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) pixel_g = (unsigned short)newpixel.g; pixel_b = (unsigned short)newpixel.b; pixel_a = (unsigned short)newpixel.a; - + ((unsigned short *)image->data)[y*image->width + x] = (pixel_r<<(gBpp + bBpp + aBpp)) | (pixel_g<<(bBpp + aBpp)) | (pixel_b<width); int potHeight = GetNextPOT(image->height); @@ -816,13 +862,13 @@ void ImageToPOT(Image *image, Color fillColor) free(pixels); // Free pixels data free(image->data); // Free old image data - + int format = image->format; // Store image data format to reconvert later - + // TODO: Image width and height changes... do we want to store new values or keep the old ones? // NOTE: Issues when using image.width and image.height for sprite animations... *image = LoadImageEx(pixelsPOT, potWidth, potHeight); - + free(pixelsPOT); // Free POT pixels data ImageFormat(image, format); // Reconvert image to previous format @@ -833,9 +879,9 @@ void ImageToPOT(Image *image, Color fillColor) Image ImageCopy(Image image) { Image newImage; - + int size = image.width*image.height; - + switch (image.format) { case UNCOMPRESSED_GRAYSCALE: newImage.data = (unsigned char *)malloc(size); break; // 8 bit per pixel (no alpha) @@ -847,24 +893,24 @@ Image ImageCopy(Image image) case UNCOMPRESSED_R8G8B8A8: newImage.data = (unsigned char *)malloc(size*4); size *= 4; break; // 32 bpp default: TraceLog(WARNING, "Image format not suported for copy"); break; } - + if (newImage.data != NULL) { // NOTE: Size must be provided in bytes memcpy(newImage.data, image.data, size); - + newImage.width = image.width; newImage.height = image.height; newImage.mipmaps = image.mipmaps; newImage.format = image.format; } - + return newImage; } // Crop an image to area defined by a rectangle // NOTE: Security checks are performed in case rectangle goes out of bounds -void ImageCrop(Image *image, Rectangle crop) +void ImageCrop(Image *image, Rectangle crop) { // Security checks to make sure cropping rectangle is inside margins if ((crop.x + crop.width) > image->width) @@ -872,13 +918,13 @@ void ImageCrop(Image *image, Rectangle crop) crop.width = image->width - crop.x; TraceLog(WARNING, "Crop rectangle width out of bounds, rescaled crop width: %i", crop.width); } - + if ((crop.y + crop.height) > image->height) { crop.height = image->height - crop.y; TraceLog(WARNING, "Crop rectangle height out of bounds, rescaled crop height: %i", crop.height); } - + if ((crop.x < image->width) && (crop.y < image->height)) { // Start the cropping process @@ -903,7 +949,7 @@ void ImageCrop(Image *image, Rectangle crop) free(cropPixels); - // Reformat 32bit RGBA image to original format + // Reformat 32bit RGBA image to original format ImageFormat(image, format); } else @@ -916,7 +962,7 @@ void ImageCrop(Image *image, Rectangle crop) // NOTE: Uses stb default scaling filters (both bicubic): // STBIR_DEFAULT_FILTER_UPSAMPLE STBIR_FILTER_CATMULLROM // STBIR_DEFAULT_FILTER_DOWNSAMPLE STBIR_FILTER_MITCHELL (high-quality Catmull-Rom) -void ImageResize(Image *image, int newWidth, int newHeight) +void ImageResize(Image *image, int newWidth, int newHeight) { // Get data as Color pixels array to work with it Color *pixels = GetImageData(*image); @@ -930,107 +976,132 @@ void ImageResize(Image *image, int newWidth, int newHeight) UnloadImage(*image); *image = LoadImageEx(output, newWidth, newHeight); - ImageFormat(image, format); // Reformat 32bit RGBA image to original format - + ImageFormat(image, format); // Reformat 32bit RGBA image to original format + free(output); free(pixels); } // Resize and image to new size using Nearest-Neighbor scaling algorithm -void ImageResizeNN(Image *image,int newWidth,int newHeight) +void ImageResizeNN(Image *image,int newWidth,int newHeight) { Color *pixels = GetImageData(*image); Color *output = (Color *)malloc(newWidth*newHeight*sizeof(Color)); - + // EDIT: added +1 to account for an early rounding problem int x_ratio = (int)((image->width<<16)/newWidth) + 1; int y_ratio = (int)((image->height<<16)/newHeight) + 1; - + int x2, y2; - for (int i = 0; i < newHeight; i++) + for (int i = 0; i < newHeight; i++) { - for (int j = 0; j < newWidth; j++) + for (int j = 0; j < newWidth; j++) { x2 = ((j*x_ratio) >> 16); y2 = ((i*y_ratio) >> 16); - + output[(i*newWidth) + j] = pixels[(y2*image->width) + x2] ; - } - } + } + } int format = image->format; UnloadImage(*image); *image = LoadImageEx(output, newWidth, newHeight); - ImageFormat(image, format); // Reformat 32bit RGBA image to original format - + ImageFormat(image, format); // Reformat 32bit RGBA image to original format + free(output); free(pixels); } // Draw an image (source) within an image (destination) -void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) +// TODO: Feel this function could be simplified... +void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) { + bool cropRequired = false; + // Security checks to avoid size and rectangle issues (out of bounds) // Check that srcRec is inside src image if (srcRec.x < 0) srcRec.x = 0; if (srcRec.y < 0) srcRec.y = 0; - + if ((srcRec.x + srcRec.width) > src.width) { srcRec.width = src.width - srcRec.x; TraceLog(WARNING, "Source rectangle width out of bounds, rescaled width: %i", srcRec.width); } - + if ((srcRec.y + srcRec.height) > src.height) { srcRec.height = src.height - srcRec.y; TraceLog(WARNING, "Source rectangle height out of bounds, rescaled height: %i", srcRec.height); + cropRequired = true; } + Image srcCopy = ImageCopy(src); // Make a copy of source image to work with it + ImageCrop(&srcCopy, srcRec); // Crop source image to desired source rectangle + // Check that dstRec is inside dst image + // TODO: Allow negative position within destination with cropping if (dstRec.x < 0) dstRec.x = 0; if (dstRec.y < 0) dstRec.y = 0; - if ((dstRec.x + dstRec.width) > dst->width) - { - dstRec.width = dst->width - dstRec.x; - TraceLog(WARNING, "Destination rectangle width out of bounds, rescaled width: %i", dstRec.width); - } - - if ((dstRec.y + dstRec.height) > dst->height) - { - dstRec.height = dst->height - dstRec.y; - TraceLog(WARNING, "Destination rectangle height out of bounds, rescaled height: %i", dstRec.height); - } - - // Get dstination image data as Color pixels array to work with it - Color *dstPixels = GetImageData(*dst); - - Image srcCopy = ImageCopy(src); // Make a copy of source image to work with it - ImageCrop(&srcCopy, srcRec); // Crop source image to desired source rectangle - // Scale source image in case destination rec size is different than source rec size - if ((dstRec.width != srcRec.width) || (dstRec.height != srcRec.height)) + if ((dstRec.width != srcRec.width) || (dstRec.height != srcRec.height)) { ImageResize(&srcCopy, dstRec.width, dstRec.height); } - // Get source image data as Color array - Color *srcPixels = GetImageData(srcCopy); + if ((dstRec.x + dstRec.width) > dst->width) + { + dstRec.width = dst->width - dstRec.x; + TraceLog(WARNING, "Destination rectangle width out of bounds, rescaled width: %i", dstRec.width); + cropRequired = true; + } + + if ((dstRec.y + dstRec.height) > dst->height) + { + dstRec.height = dst->height - dstRec.y; + TraceLog(WARNING, "Destination rectangle height out of bounds, rescaled height: %i", dstRec.height); + cropRequired = true; + } - UnloadImage(srcCopy); + if (cropRequired) + { + // Crop destination rectangle if out of bounds + Rectangle crop = { 0, 0, dstRec.width, dstRec.height }; + ImageCrop(&srcCopy, crop); + } + + // Get image data as Color pixels array to work with it + Color *dstPixels = GetImageData(*dst); + Color *srcPixels = GetImageData(srcCopy); + + UnloadImage(srcCopy); // Source copy not required any more... + + Color srcCol, dstCol; // Blit pixels, copy source image into destination + // TODO: Probably out-of-bounds blitting could be considering here instead of so much cropping... for (int j = dstRec.y; j < (dstRec.y + dstRec.height); j++) { for (int i = dstRec.x; i < (dstRec.x + dstRec.width); i++) { - dstPixels[j*dst->width + i] = srcPixels[(j - dstRec.y)*dstRec.width + (i - dstRec.x)]; + // Alpha blending implementation + dstCol = dstPixels[j*dst->width + i]; + srcCol = srcPixels[(j - dstRec.y)*dstRec.width + (i - dstRec.x)]; + + dstCol.r = ((srcCol.a*(srcCol.r - dstCol.r)) >> 8) + dstCol.r; + dstCol.g = ((srcCol.a*(srcCol.g - dstCol.g)) >> 8) + dstCol.g; + dstCol.b = ((srcCol.a*(srcCol.b - dstCol.b)) >> 8) + dstCol.b; + + dstPixels[j*dst->width + i] = dstCol; + + // TODO: Support other blending options } } - + UnloadImage(*dst); // NOTE: Only dst->data is unloaded *dst = LoadImageEx(dstPixels, dst->width, dst->height); @@ -1045,15 +1116,15 @@ Image ImageText(const char *text, int fontSize, Color color) { int defaultFontSize = 10; // Default Font chars height in pixel if (fontSize < defaultFontSize) fontSize = defaultFontSize; - int spacing = fontSize / defaultFontSize; - + int spacing = fontSize/defaultFontSize; + Image imText = ImageTextEx(GetDefaultFont(), text, fontSize, spacing, color); - + return imText; } // Create an image from text (custom sprite font) -Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint) +Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint) { int length = strlen(text); int posX = 0; @@ -1062,19 +1133,20 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, // NOTE: GetTextureData() not available in OpenGL ES Image imFont = GetTextureData(font.texture); - + ImageFormat(&imFont, UNCOMPRESSED_R8G8B8A8); // Required for color tint ImageColorTint(&imFont, tint); // Apply color tint to font Color *fontPixels = GetImageData(imFont); - + // Create image to store text - Color *pixels = (Color *)malloc(sizeof(Color)*(int)imSize.x*(int)imSize.y); - + // NOTE: Pixels are initialized to BLANK color (0, 0, 0, 0) + Color *pixels = (Color *)calloc((int)imSize.x*(int)imSize.y, sizeof(Color)); + for (int i = 0; i < length; i++) { Rectangle letterRec = font.charRecs[(int)text[i] - 32]; - + for (int y = letterRec.y; y < (letterRec.y + letterRec.height); y++) { for (int x = posX; x < (posX + letterRec.width); x++) @@ -1082,47 +1154,48 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, pixels[(y - letterRec.y)*(int)imSize.x + x] = fontPixels[y*font.texture.width + (x - posX + letterRec.x)]; } } - + posX += letterRec.width + spacing; } - + UnloadImage(imFont); - + Image imText = LoadImageEx(pixels, (int)imSize.x, (int)imSize.y); - + // Scale image depending on text size - if (fontSize > (int)imSize.y) + if (fontSize > imSize.y) { - float scaleFactor = (float)fontSize/imSize.y; + float scaleFactor = fontSize/imSize.y; TraceLog(INFO, "Scalefactor: %f", scaleFactor); - + // Using nearest-neighbor scaling algorithm for default font if (font.texture.id == GetDefaultFont().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor)); else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor)); } - + free(pixels); free(fontPixels); - + return imText; } // Draw text (default font) within an image (destination) void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color) { - ImageDrawTextEx(dst, position, GetDefaultFont(), text, fontSize, 0, color); + // NOTE: For default font, sapcing is set to desired font size / default font size (10) + ImageDrawTextEx(dst, position, GetDefaultFont(), text, fontSize, fontSize/10, color); } // Draw text (custom sprite font) within an image (destination) -void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color) +void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color) { Image imText = ImageTextEx(font, text, fontSize, spacing, color); - + Rectangle srcRec = { 0, 0, imText.width, imText.height }; Rectangle dstRec = { (int)position.x, (int)position.y, imText.width, imText.height }; - + ImageDraw(dst, imText, srcRec, dstRec); - + UnloadImage(imText); } @@ -1131,7 +1204,7 @@ void ImageFlipVertical(Image *image) { Color *srcPixels = GetImageData(*image); Color *dstPixels = (Color *)malloc(sizeof(Color)*image->width*image->height); - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1139,14 +1212,14 @@ void ImageFlipVertical(Image *image) dstPixels[y*image->width + x] = srcPixels[(image->height - 1 - y)*image->width + x]; } } - + Image processed = LoadImageEx(dstPixels, image->width, image->height); ImageFormat(&processed, image->format); UnloadImage(*image); - + free(srcPixels); free(dstPixels); - + image->data = processed.data; } @@ -1155,7 +1228,7 @@ void ImageFlipHorizontal(Image *image) { Color *srcPixels = GetImageData(*image); Color *dstPixels = (Color *)malloc(sizeof(Color)*image->width*image->height); - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1163,14 +1236,14 @@ void ImageFlipHorizontal(Image *image) dstPixels[y*image->width + x] = srcPixels[y*image->width + (image->width - 1 - x)]; } } - + Image processed = LoadImageEx(dstPixels, image->width, image->height); ImageFormat(&processed, image->format); UnloadImage(*image); - + free(srcPixels); free(dstPixels); - + image->data = processed.data; } @@ -1178,12 +1251,12 @@ void ImageFlipHorizontal(Image *image) void ImageColorTint(Image *image, Color color) { Color *pixels = GetImageData(*image); - + float cR = (float)color.r/255; float cG = (float)color.g/255; float cB = (float)color.b/255; float cA = (float)color.a/255; - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1204,7 +1277,7 @@ void ImageColorTint(Image *image, Color color) ImageFormat(&processed, image->format); UnloadImage(*image); free(pixels); - + image->data = processed.data; } @@ -1212,7 +1285,7 @@ void ImageColorTint(Image *image, Color color) void ImageColorInvert(Image *image) { Color *pixels = GetImageData(*image); - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1222,12 +1295,12 @@ void ImageColorInvert(Image *image) pixels[y*image->width + x].b = 255 - pixels[y*image->width + x].b; } } - + Image processed = LoadImageEx(pixels, image->width, image->height); ImageFormat(&processed, image->format); UnloadImage(*image); free(pixels); - + image->data = processed.data; } @@ -1243,12 +1316,12 @@ void ImageColorContrast(Image *image, float contrast) { if (contrast < -100) contrast = -100; if (contrast > 100) contrast = 100; - + contrast = (100.0 + contrast)/100.0; contrast *= contrast; - + Color *pixels = GetImageData(*image); - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1287,7 +1360,7 @@ void ImageColorContrast(Image *image, float contrast) ImageFormat(&processed, image->format); UnloadImage(*image); free(pixels); - + image->data = processed.data; } @@ -1297,9 +1370,9 @@ void ImageColorBrightness(Image *image, int brightness) { if (brightness < -255) brightness = -255; if (brightness > 255) brightness = 255; - + Color *pixels = GetImageData(*image); - + for (int y = 0; y < image->height; y++) { for (int x = 0; x < image->width; x++) @@ -1316,7 +1389,7 @@ void ImageColorBrightness(Image *image, int brightness) if (cB < 0) cB = 1; if (cB > 255) cB = 255; - + pixels[y*image->width + x].r = (unsigned char)cR; pixels[y*image->width + x].g = (unsigned char)cG; pixels[y*image->width + x].b = (unsigned char)cB; @@ -1327,7 +1400,7 @@ void ImageColorBrightness(Image *image, int brightness) ImageFormat(&processed, image->format); UnloadImage(*image); free(pixels); - + image->data = processed.data; } @@ -1396,7 +1469,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V { if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; - + rlEnableTexture(texture.id); rlPushMatrix(); @@ -1409,19 +1482,19 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); rlVertex2f(0.0f, 0.0f); // Bottom-right corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex2f(0.0f, destRec.height); // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex2f(destRec.width, destRec.height); // Top-left corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height); rlVertex2f(destRec.width, 0.0f); rlEnd(); rlPopMatrix(); @@ -1439,13 +1512,13 @@ static Image LoadDDS(const char *fileName) { // Required extension: // GL_EXT_texture_compression_s3tc - + // Supported tokens (defined by extensions) // GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 - + #define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII #define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII #define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII @@ -1508,7 +1581,7 @@ static Image LoadDDS(const char *fileName) else { ddsHeader header; - + // Get the image header fread(&header, sizeof(ddsHeader), 1, ddsFile); @@ -1537,9 +1610,9 @@ static Image LoadDDS(const char *fileName) { image.data = (unsigned short *)malloc(image.width*image.height*sizeof(unsigned short)); fread(image.data, image.width*image.height*sizeof(unsigned short), 1, ddsFile); - + unsigned char alpha = 0; - + // NOTE: Data comes as A1R5G5B5, it must be reordered to R5G5B5A1 for (int i = 0; i < image.width*image.height; i++) { @@ -1554,9 +1627,9 @@ static Image LoadDDS(const char *fileName) { image.data = (unsigned short *)malloc(image.width*image.height*sizeof(unsigned short)); fread(image.data, image.width*image.height*sizeof(unsigned short), 1, ddsFile); - + unsigned char alpha = 0; - + // NOTE: Data comes as A4R4G4B4, it must be reordered R4G4B4A4 for (int i = 0; i < image.width*image.height; i++) { @@ -1564,7 +1637,7 @@ static Image LoadDDS(const char *fileName) ((unsigned short *)image.data)[i] = ((unsigned short *)image.data)[i] << 4; ((unsigned short *)image.data)[i] += alpha; } - + image.format = UNCOMPRESSED_R4G4B4A4; } } @@ -1574,14 +1647,14 @@ static Image LoadDDS(const char *fileName) // NOTE: not sure if this case exists... image.data = (unsigned char *)malloc(image.width*image.height*3*sizeof(unsigned char)); fread(image.data, image.width*image.height*3, 1, ddsFile); - + image.format = UNCOMPRESSED_R8G8B8; } else if (header.ddspf.flags == 0x41 && header.ddspf.rgbBitCount == 32) // DDS_RGBA, no compressed { image.data = (unsigned char *)malloc(image.width*image.height*4*sizeof(unsigned char)); fread(image.data, image.width*image.height*4, 1, ddsFile); - + unsigned char blue = 0; // NOTE: Data comes as A8R8G8B8, it must be reordered R8G8B8A8 (view next comment) @@ -1593,7 +1666,7 @@ static Image LoadDDS(const char *fileName) ((unsigned char *)image.data)[i] = ((unsigned char *)image.data)[i + 2]; ((unsigned char *)image.data)[i + 2] = blue; } - + image.format = UNCOMPRESSED_R8G8B8A8; } else if (((header.ddspf.flags == 0x04) || (header.ddspf.flags == 0x05)) && (header.ddspf.fourCC > 0)) // Compressed @@ -1603,7 +1676,7 @@ static Image LoadDDS(const char *fileName) // Calculate data size, including all mipmaps if (header.mipmapCount > 1) bufsize = header.pitchOrLinearSize*2; else bufsize = header.pitchOrLinearSize; - + TraceLog(DEBUG, "Pitch or linear size: %i", header.pitchOrLinearSize); image.data = (unsigned char*)malloc(bufsize*sizeof(unsigned char)); @@ -1612,7 +1685,7 @@ static Image LoadDDS(const char *fileName) image.mipmaps = header.mipmapCount; - switch(header.ddspf.fourCC) + switch (header.ddspf.fourCC) { case FOURCC_DXT1: { @@ -1625,7 +1698,7 @@ static Image LoadDDS(const char *fileName) } } } - + fclose(ddsFile); // Close file pointer } @@ -1640,9 +1713,9 @@ static Image LoadPKM(const char *fileName) // Required extensions: // GL_OES_compressed_ETC1_RGB8_texture (ETC1) (OpenGL ES 2.0) // GL_ARB_ES3_compatibility (ETC2/EAC) (OpenGL ES 3.0) - + // Supported tokens (defined by extensions) - // GL_ETC1_RGB8_OES 0x8D64 + // GL_ETC1_RGB8_OES 0x8D64 // GL_COMPRESSED_RGB8_ETC2 0x9274 // GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 @@ -1656,7 +1729,7 @@ static Image LoadPKM(const char *fileName) unsigned short origWidth; // Original width (big-endian) unsigned short origHeight; // Original height (big-endian) } pkmHeader; - + // Formats list // version 10: format: 0=ETC1_RGB, [1=ETC1_RGBA, 2=ETC1_RGB_MIP, 3=ETC1_RGBA_MIP] (not used) // version 20: format: 0=ETC1_RGB, 1=ETC2_RGB, 2=ETC2_RGBA_OLD, 3=ETC2_RGBA, 4=ETC2_RGBA1, 5=ETC2_R, 6=ETC2_RG, 7=ETC2_SIGNED_R, 8=ETC2_SIGNED_R @@ -1665,7 +1738,7 @@ static Image LoadPKM(const char *fileName) // NOTE: ETC is always 4bit per pixel (64 bit for each 4x4 block of pixels) Image image; - + image.data = NULL; image.width = 0; image.height = 0; @@ -1695,21 +1768,21 @@ static Image LoadPKM(const char *fileName) header.format = ((header.format & 0x00FF) << 8) | ((header.format & 0xFF00) >> 8); header.width = ((header.width & 0x00FF) << 8) | ((header.width & 0xFF00) >> 8); header.height = ((header.height & 0x00FF) << 8) | ((header.height & 0xFF00) >> 8); - + TraceLog(DEBUG, "PKM (ETC) image width: %i", header.width); TraceLog(DEBUG, "PKM (ETC) image height: %i", header.height); TraceLog(DEBUG, "PKM (ETC) image format: %i", header.format); - + image.width = header.width; image.height = header.height; image.mipmaps = 1; - + int bpp = 4; if (header.format == 3) bpp = 8; - + int size = image.width*image.height*bpp/8; // Total data size in bytes - image.data = (unsigned char*)malloc(size * sizeof(unsigned char)); + image.data = (unsigned char*)malloc(size*sizeof(unsigned char)); fread(image.data, 1, size, pkmFile); @@ -1717,7 +1790,7 @@ static Image LoadPKM(const char *fileName) else if (header.format == 1) image.format = COMPRESSED_ETC2_RGB; else if (header.format == 3) image.format = COMPRESSED_ETC2_EAC_RGBA; } - + fclose(pkmFile); // Close file pointer } @@ -1730,12 +1803,12 @@ static Image LoadKTX(const char *fileName) // Required extensions: // GL_OES_compressed_ETC1_RGB8_texture (ETC1) // GL_ARB_ES3_compatibility (ETC2/EAC) - + // Supported tokens (defined by extensions) // GL_ETC1_RGB8_OES 0x8D64 // GL_COMPRESSED_RGB8_ETC2 0x9274 // GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 - + // KTX file Header (64 bytes) // https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/ typedef struct { @@ -1754,16 +1827,16 @@ static Image LoadKTX(const char *fileName) unsigned int mipmapLevels; // Non-mipmapped textures = 1 unsigned int keyValueDataSize; // Used to encode any arbitrary data... } ktxHeader; - + // NOTE: Before start of every mipmap data block, we have: unsigned int dataSize - + Image image; image.width = 0; image.height = 0; image.mipmaps = 0; image.format = 0; - + FILE *ktxFile = fopen(fileName, "rb"); if (ktxFile == NULL) @@ -1783,26 +1856,26 @@ static Image LoadKTX(const char *fileName) TraceLog(WARNING, "[%s] KTX file does not seem to be a valid file", fileName); } else - { + { image.width = header.width; image.height = header.height; image.mipmaps = header.mipmapLevels; - + TraceLog(DEBUG, "KTX (ETC) image width: %i", header.width); TraceLog(DEBUG, "KTX (ETC) image height: %i", header.height); TraceLog(DEBUG, "KTX (ETC) image format: 0x%x", header.glInternalFormat); - + unsigned char unused; - + if (header.keyValueDataSize > 0) { for (int i = 0; i < header.keyValueDataSize; i++) fread(&unused, 1, 1, ktxFile); } - + int dataSize; fread(&dataSize, sizeof(unsigned int), 1, ktxFile); - image.data = (unsigned char*)malloc(dataSize * sizeof(unsigned char)); + image.data = (unsigned char*)malloc(dataSize*sizeof(unsigned char)); fread(image.data, 1, dataSize, ktxFile); @@ -1810,10 +1883,10 @@ static Image LoadKTX(const char *fileName) else if (header.glInternalFormat == 0x9274) image.format = COMPRESSED_ETC2_RGB; else if (header.glInternalFormat == 0x9278) image.format = COMPRESSED_ETC2_EAC_RGBA; } - + fclose(ktxFile); // Close file pointer } - + return image; } @@ -1823,11 +1896,11 @@ static Image LoadPVR(const char *fileName) { // Required extension: // GL_IMG_texture_compression_pvrtc - + // Supported tokens (defined by extensions) // GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 // GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 - + #if 0 // Not used... // PVR file v2 Header (52 bytes) typedef struct { @@ -1864,7 +1937,7 @@ static Image LoadPVR(const char *fileName) unsigned int numMipmaps; unsigned int metaDataSize; } pvrHeaderV3; - + #if 0 // Not used... // Metadata (usually 15 bytes) typedef struct { @@ -1872,7 +1945,7 @@ static Image LoadPVR(const char *fileName) unsigned int key; unsigned int dataSize; // Not used? unsigned char *data; // Not used? - } pvrMetadata; + } pvrMetadata; #endif Image image; @@ -1895,15 +1968,15 @@ static Image LoadPVR(const char *fileName) unsigned char pvrVersion = 0; fread(&pvrVersion, sizeof(unsigned char), 1, pvrFile); fseek(pvrFile, 0, SEEK_SET); - + // Load different PVR data formats if (pvrVersion == 0x50) { pvrHeaderV3 header; - + // Get PVR image header fread(&header, sizeof(pvrHeaderV3), 1, pvrFile); - + if ((header.id[0] != 'P') || (header.id[1] != 'V') || (header.id[2] != 'R') || (header.id[3] != 3)) { TraceLog(WARNING, "[%s] PVR file does not seem to be a valid image", fileName); @@ -1913,7 +1986,7 @@ static Image LoadPVR(const char *fileName) image.width = header.width; image.height = header.height; image.mipmaps = header.numMipmaps; - + // Check data format if (((header.channels[0] == 'l') && (header.channels[1] == 0)) && (header.channelDepth[0] == 8)) image.format = UNCOMPRESSED_GRAYSCALE; else if (((header.channels[0] == 'l') && (header.channels[1] == 'a')) && ((header.channelDepth[0] == 8) && (header.channelDepth[1] == 8))) image.format = UNCOMPRESSED_GRAY_ALPHA; @@ -1933,14 +2006,14 @@ static Image LoadPVR(const char *fileName) } else if (header.channels[0] == 2) image.format = COMPRESSED_PVRT_RGB; else if (header.channels[0] == 3) image.format = COMPRESSED_PVRT_RGBA; - + // Skip meta data header unsigned char unused = 0; for (int i = 0; i < header.metaDataSize; i++) fread(&unused, sizeof(unsigned char), 1, pvrFile); - + // Calculate data size (depends on format) int bpp = 0; - + switch (image.format) { case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; @@ -1954,7 +2027,7 @@ static Image LoadPVR(const char *fileName) case COMPRESSED_PVRT_RGBA: bpp = 4; break; default: break; } - + int dataSize = image.width*image.height*bpp/8; // Total data size in bytes image.data = (unsigned char*)malloc(dataSize*sizeof(unsigned char)); @@ -1976,11 +2049,11 @@ static Image LoadASTC(const char *fileName) // Required extensions: // GL_KHR_texture_compression_astc_hdr // GL_KHR_texture_compression_astc_ldr - + // Supported tokens (defined by extensions) // GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 // GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 - + // ASTC file Header (16 bytes) typedef struct { unsigned char id[4]; // Signature: 0x13 0xAB 0xA1 0x5C @@ -1999,7 +2072,7 @@ static Image LoadASTC(const char *fileName) image.height = 0; image.mipmaps = 0; image.format = 0; - + FILE *astcFile = fopen(fileName, "rb"); if (astcFile == NULL) @@ -2012,7 +2085,7 @@ static Image LoadASTC(const char *fileName) // Get ASTC image header fread(&header, sizeof(astcHeader), 1, astcFile); - + if ((header.id[3] != 0x5c) || (header.id[2] != 0xa1) || (header.id[1] != 0xab) || (header.id[0] != 0x13)) { TraceLog(WARNING, "[%s] ASTC file does not seem to be a valid image", fileName); @@ -2022,31 +2095,31 @@ static Image LoadASTC(const char *fileName) // NOTE: Assuming Little Endian (could it be wrong?) image.width = 0x00000000 | ((int)header.width[2] << 16) | ((int)header.width[1] << 8) | ((int)header.width[0]); image.height = 0x00000000 | ((int)header.height[2] << 16) | ((int)header.height[1] << 8) | ((int)header.height[0]); - + // NOTE: ASTC format only contains one mipmap level image.mipmaps = 1; - + TraceLog(DEBUG, "ASTC image width: %i", image.width); TraceLog(DEBUG, "ASTC image height: %i", image.height); TraceLog(DEBUG, "ASTC image blocks: %ix%i", header.blockX, header.blockY); - + // NOTE: Each block is always stored in 128bit so we can calculate the bpp int bpp = 128/(header.blockX*header.blockY); // NOTE: Currently we only support 2 blocks configurations: 4x4 and 8x8 - if ((bpp == 8) || (bpp == 2)) + if ((bpp == 8) || (bpp == 2)) { int dataSize = image.width*image.height*bpp/8; // Data size in bytes - + image.data = (unsigned char *)malloc(dataSize*sizeof(unsigned char)); fread(image.data, dataSize, 1, astcFile); - + if (bpp == 8) image.format = COMPRESSED_ASTC_4x4_RGBA; else if (bpp == 2) image.format = COMPRESSED_ASTC_4x4_RGBA; } else TraceLog(WARNING, "[%s] ASTC block size configuration not supported", fileName); } - + fclose(astcFile); } diff --git a/templates/android_project/AndroidManifest.xml b/templates/android_project/AndroidManifest.xml index 6755027e..1d30ab17 100644 --- a/templates/android_project/AndroidManifest.xml +++ b/templates/android_project/AndroidManifest.xml @@ -5,11 +5,12 @@ * This template has been created using raylib 1.2 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * --> + diff --git a/templates/android_project/jni/Android.mk b/templates/android_project/jni/Android.mk index 15a21695..4a0bcb42 100644 --- a/templates/android_project/jni/Android.mk +++ b/templates/android_project/jni/Android.mk @@ -4,7 +4,7 @@ # # Game template makefile # -# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) # # This software is provided "as-is", without any express or implied warranty. In no event # will the authors be held liable for any damages arising from the use of this software. @@ -27,7 +27,6 @@ LOCAL_PATH := $(call my-dir) # OpenAL module (prebuilt static library) -# NOTE: Shared library brokes the build! Why? #-------------------------------------------------------------------- include $(CLEAR_VARS) @@ -41,7 +40,6 @@ LOCAL_SRC_FILES := libs/libopenal.a LOCAL_EXPORT_C_INCLUDES := include # Build static library -#include $(PREBUILT_SHARED_LIBRARY) include $(PREBUILT_STATIC_LIBRARY) #-------------------------------------------------------------------- diff --git a/templates/android_project/jni/basic_game.c b/templates/android_project/jni/basic_game.c index a1adb287..4e8bef31 100644 --- a/templates/android_project/jni/basic_game.c +++ b/templates/android_project/jni/basic_game.c @@ -43,7 +43,8 @@ void android_main(struct android_app *app) int framesCounter = 0; // Used to count frames - PlayMusicStream(0, "ambient.ogg"); + Music ambient = LoadMusicStream("ambient.ogg"); + PlayMusicStream(ambient); SetTargetFPS(60); // Not required on Android, already locked to 60 fps //-------------------------------------------------------------------------------------- @@ -53,7 +54,7 @@ void android_main(struct android_app *app) { // Update //---------------------------------------------------------------------------------- - UpdateMusicStream(0); + UpdateMusicStream(ambient); switch(currentScreen) { @@ -158,7 +159,8 @@ void android_main(struct android_app *app) // TODO: Unload all loaded data (textures, fonts, audio) here! - UnloadSound(fx); // Unload sound data + UnloadSound(fx); // Unload sound data + UnloadMusicStream(ambient); // Unload music stream data CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h index 19c67712..68cddc5a 100644 --- a/templates/android_project/jni/include/raylib.h +++ b/templates/android_project/jni/include/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib 1.5.0 (www.raylib.com) +* raylib 1.6.0 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * @@ -81,6 +81,14 @@ typedef struct android_app; // Define android_app struct (android_native_app_glue.h) #endif +#if defined(_WIN32) && defined(BUILDING_DLL) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL +#elif defined(_WIN32) && defined(RAYLIB_DLL) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL +#else + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) +#endif + //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- @@ -185,17 +193,20 @@ #define GAMEPAD_PLAYER4 3 // Not supported // Gamepad Buttons -// NOTE: Adjusted for a PS3 USB Controller -#define GAMEPAD_BUTTON_A 2 -#define GAMEPAD_BUTTON_B 1 -#define GAMEPAD_BUTTON_X 3 -#define GAMEPAD_BUTTON_Y 4 -#define GAMEPAD_BUTTON_R1 7 -#define GAMEPAD_BUTTON_R2 5 -#define GAMEPAD_BUTTON_L1 6 -#define GAMEPAD_BUTTON_L2 8 -#define GAMEPAD_BUTTON_SELECT 9 -#define GAMEPAD_BUTTON_START 10 + +// PS3 USB Controller +#define GAMEPAD_PS3_BUTTON_A 2 +#define GAMEPAD_PS3_BUTTON_B 1 +#define GAMEPAD_PS3_BUTTON_X 3 +#define GAMEPAD_PS3_BUTTON_Y 4 +#define GAMEPAD_PS3_BUTTON_R1 7 +#define GAMEPAD_PS3_BUTTON_R2 5 +#define GAMEPAD_PS3_BUTTON_L1 6 +#define GAMEPAD_PS3_BUTTON_L2 8 +#define GAMEPAD_PS3_BUTTON_SELECT 9 +#define GAMEPAD_PS3_BUTTON_START 10 + +// TODO: Add PS3 d-pad axis // Xbox360 USB Controller Buttons #define GAMEPAD_XBOX_BUTTON_A 0 @@ -233,44 +244,56 @@ #define ANDROID_VOLUME_UP 24 #define ANDROID_VOLUME_DOWN 25 +// NOTE: MSC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized from { } initializers. +#ifdef __cplusplus + #define CLITERAL +#else + #define CLITERAL (Color) +#endif + // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray -#define GRAY (Color){ 130, 130, 130, 255 } // Gray -#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow -#define GOLD (Color){ 255, 203, 0, 255 } // Gold -#define ORANGE (Color){ 255, 161, 0, 255 } // Orange -#define PINK (Color){ 255, 109, 194, 255 } // Pink -#define RED (Color){ 230, 41, 55, 255 } // Red -#define MAROON (Color){ 190, 33, 55, 255 } // Maroon -#define GREEN (Color){ 0, 228, 48, 255 } // Green -#define LIME (Color){ 0, 158, 47, 255 } // Lime -#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue -#define BLUE (Color){ 0, 121, 241, 255 } // Blue -#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue -#define PURPLE (Color){ 200, 122, 255, 255 } // Purple -#define VIOLET (Color){ 135, 60, 190, 255 } // Violet -#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple -#define BEIGE (Color){ 211, 176, 131, 255 } // Beige -#define BROWN (Color){ 127, 106, 79, 255 } // Brown -#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown +#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink +#define RED CLITERAL{ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green +#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown -#define WHITE (Color){ 255, 255, 255, 255 } // White -#define BLACK (Color){ 0, 0, 0, 255 } // Black -#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta -#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) +#define WHITE CLITERAL{ 255, 255, 255, 255 } // White +#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include #endif #endif @@ -393,7 +416,7 @@ typedef struct Mesh { // Shader type (generic shader) typedef struct Shader { unsigned int id; // Shader program id - + // Vertex attributes locations (default locations) int vertexLoc; // Vertex attribute location point (default-location = 0) int texcoordLoc; // Texcoord attribute location point (default-location = 1) @@ -405,7 +428,7 @@ typedef struct Shader { // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Diffuse color uniform location point (fragment shader) - + // Texture map locations (generic for any kind of map) int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) @@ -419,11 +442,11 @@ typedef struct Material { Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) - + Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color - + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; @@ -439,14 +462,14 @@ typedef struct LightData { unsigned int id; // Light unique id bool enabled; // Light enabled int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - + Vector3 position; // Light position Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float radius; // Light attenuation radius light intensity reduced with distance (world distance) - + Color diffuse; // Light diffuse color float intensity; // Light intensity level - + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; @@ -461,19 +484,35 @@ typedef struct Ray { // Sound source type typedef struct Sound { - unsigned int source; // Sound audio source id - unsigned int buffer; // Sound audio buffer id + unsigned int source; // OpenAL audio source id + unsigned int buffer; // OpenAL audio buffer id } Sound; // Wave type, defines audio wave data typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; // Samples per second to be played - short bitsPerSample; // Sample size in bits - short channels; } Wave; +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct MusicData *Music; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + + int format; // OpenAL audio format specifier + unsigned int source; // OpenAL audio source id + unsigned int buffers[2]; // OpenAL audio buffers (double buffering) +} AudioStream; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -516,18 +555,6 @@ typedef enum { GESTURE_PINCH_OUT = 512 } Gestures; -// Touch action (fingers or mouse) -typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; - -// Gesture events -// NOTE: MAX_TOUCH_POINTS fixed to 2 -typedef struct GestureEvent { - int touchAction; - int pointCount; - int pointerId[MAX_TOUCH_POINTS]; - Vector2 position[MAX_TOUCH_POINTS]; -} GestureEvent; - // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; @@ -557,94 +584,94 @@ extern "C" { // Prevents name mangling of functions // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) -void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics +RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics #endif -void CloseWindow(void); // Close Window and Terminate Context -bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -int GetScreenWidth(void); // Get current screen width -int GetScreenHeight(void); // Get current screen height +RLAPI void CloseWindow(void); // Close Window and Terminate Context +RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height -void ShowCursor(void); // Shows cursor -void HideCursor(void); // Hides cursor -bool IsCursorHidden(void); // Returns true if cursor is not visible -void EnableCursor(void); // Enables cursor -void DisableCursor(void); // Disables cursor +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor +RLAPI void DisableCursor(void); // Disables cursor -void ClearBackground(Color color); // Sets Background Color -void BeginDrawing(void); // Setup drawing canvas to start drawing -void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) +RLAPI void ClearBackground(Color color); // Sets Background Color +RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) -void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -void End2dMode(void); // Ends 2D mode custom camera usage -void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode -void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing -void EndTextureMode(void); // Ends drawing to render texture +RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +RLAPI void End2dMode(void); // Ends 2D mode custom camera usage +RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture -Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position -Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(void); // Returns current FPS -float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for one frame -Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -int GetHexValue(Color color); // Returns hexadecimal value for a Color -float *ColorToFloat(Color color); // Converts Color to float array and normalizes -float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array -float *MatrixToFloat(Matrix mat); // Converts Matrix to float array +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color +RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes +RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array -int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) -Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -void SetConfigFlags(char flags); // Setup some window configuration flags -void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) +RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags +RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -bool IsFileDropped(void); // Check if a file have been dropped into window -char **GetDroppedFiles(int *count); // Retrieve dropped files into window -void ClearDroppedFiles(void); // Clear dropped files paths buffer +RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer -void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -int StorageLoadValue(int position); // Storage load integer value (from defined position) +RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -bool IsKeyPressed(int key); // Detect if a key has been pressed once -bool IsKeyDown(int key); // Detect if a key is being pressed -bool IsKeyReleased(int key); // Detect if a key has been released once -bool IsKeyUp(int key); // Detect if a key is NOT being pressed -int GetKeyPressed(void); // Get latest key pressed -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis -bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed #endif -bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -int GetMouseX(void); // Returns mouse position X -int GetMouseY(void); // Returns mouse position Y -Vector2 GetMousePosition(void); // Returns mouse position XY -void SetMousePosition(Vector2 position); // Set mouse position XY -int GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y -int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) -int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) #if defined(PLATFORM_ANDROID) bool IsButtonPressed(int button); // Detect if an android physic button has been pressed @@ -655,254 +682,264 @@ bool IsButtonReleased(int button); // Detect if an android //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -bool IsGestureDetected(int gesture); // Check if a gesture have been detected -void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures -void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) - -int GetTouchPointsCount(void); // Get touch points count -int GetGestureDetected(void); // Get latest detected gesture -float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -Vector2 GetGestureDragVector(void); // Get gesture drag vector -float GetGestureDragAngle(void); // Get gesture drag angle -Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) -void UpdateCamera(Camera *camera); // Update camera (player position is ignored) -void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) +RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored) +RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) -void SetCameraPosition(Vector3 position); // Set internal camera position -void SetCameraTarget(Vector3 target); // Set internal camera target -void SetCameraFovy(float fovy); // Set internal camera field-of-view-y +RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position +RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target +RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y -void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) -void SetCameraMoveControls(int frontKey, int backKey, - int leftKey, int rightKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) +RLAPI void SetCameraMoveControls(int frontKey, int backKey, + int leftKey, int rightKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ -void DrawPixel(int posX, int posY, Color color); // Draw a pixel -void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle -void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points -void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines -bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision -bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory -Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) -void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) -void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) -void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) -Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) -void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image -void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) -void ImageFlipVertical(Image *image); // Flip image vertically -void ImageFlipHorizontal(Image *image); // Flip image horizontally -void ImageColorTint(Image *image, Color color); // Modify image color: tint -void ImageColorInvert(Image *image); // Modify image color: invert -void ImageColorGrayscale(Image *image); // Modify image color: grayscale -void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture -void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data +RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data -void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D -void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 -void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle -void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ -SpriteFont GetDefaultFont(void); // Get the default SpriteFont -SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory -void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters - int fontSize, int spacing, Color tint); -int MeasureText(const char *text, int fontSize); // Measure string width for default font -Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + float fontSize, int spacing, Color tint); +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont -void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner -const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' -const char *SubText(const char *text, int position, int length); // Get a piece of a text string +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube -void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured -void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -void DrawRay(Ray ray, Color color); // Draw a ray line -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawLight(Light light); // Draw light in 3D world -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -void UnloadModel(Model model); // Unload 3d model from memory +RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +RLAPI void UnloadModel(Model model); // Unload 3d model from memory -Material LoadMaterial(const char *fileName); // Load material data (from file) -Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -void UnloadMaterial(Material material); // Unload material textures from VRAM +RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file) +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM -void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap // NOTE: Return the normal vector of the impacted surface //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory -Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get standard shader -Texture2D GetDefaultTexture(void); // Get default texture +RLAPI Shader GetDefaultShader(void); // Get default shader +RLAPI Shader GetStandardShader(void); // Get standard shader +RLAPI Texture2D GetDefaultTexture(void); // Get default texture -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -void DestroyLight(Light light); // Destroy a light and take it out of the list +RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list //------------------------------------------------------------------------------------ // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int vdDevice); // Init VR device -void CloseVrDevice(void); // Close VR device -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) -bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +RLAPI void InitVrDevice(int vdDevice); // Init VR device +RLAPI void CloseVrDevice(void); // Close VR device +RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation) +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ -void InitAudioDevice(void); // Initialize audio device and context -void CloseAudioDevice(void); // Close the audio device and context (and music stream) -bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -Sound LoadSound(char *fileName); // Load sound to memory -Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -void UnloadSound(Sound sound); // Unload sound -void PlaySound(Sound sound); // Play a sound -void PauseSound(Sound sound); // Pause a sound -void StopSound(Sound sound); // Stop playing a sound -bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing -void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI Sound LoadSound(char *fileName); // Load sound to memory +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) -void UpdateMusicStream(int index); // Updates buffers for music streaming -void StopMusicStream(int index); // Stop music playing (close stream) -void PauseMusicStream(int index); // Pause music playing -void ResumeMusicStream(int index); // Resume playing paused music -bool IsMusicPlaying(int index); // Check if music is playing -void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) -void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) -float GetMusicTimeLength(int index); // Get current music time length (in seconds) -float GetMusicTimePlayed(int index); // Get current music time played (in seconds) -int GetMusicStreamCount(void); // Get number of streams loaded +RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream #ifdef __cplusplus } diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a index 3ee2746d..24344d0c 100644 Binary files a/templates/android_project/jni/libs/libraylib.a and b/templates/android_project/jni/libs/libraylib.a differ diff --git a/tools/README.txt b/tools/rREM/README.txt similarity index 100% rename from tools/README.txt rename to tools/rREM/README.txt diff --git a/tools/rrem.exe b/tools/rREM/rrem.exe similarity index 100% rename from tools/rrem.exe rename to tools/rREM/rrem.exe