diff --git a/src/Makefile b/src/Makefile index b4eccdb2..75812566 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 +95,11 @@ endif # -Wno-missing-braces ignore invalid warning (GCC bug 53119) CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces +# if shared library required, make sure code is compiled as position independent ifeq ($(SHARED),YES) CFLAGS += -fPIC + SHAREDFLAG = BUILDING_DLL + SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lopenal32 -lgdi32 endif #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes @@ -152,12 +155,16 @@ ifeq ($(PLATFORM),PLATFORM_WEB) @echo "libraylib.bc generated (web version)!" else ifeq ($(SHARED),YES) - ifeq ($(PLATFORM_OS),LINUX) - # compile raylib to shared library version for GNU/Linux. - # WARNING: you should type "make clean" before doing this target - $(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) - @echo "libraylib.so generated (shared library)!" - endif + ifeq ($(PLATFORM_OS),LINUX) + # compile raylib to shared library version for GNU/Linux. + # WARNING: you should type "make clean" before doing this target + $(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) + @echo "raylib shared library (libraylib.so) generated!" + endif + ifeq ($(PLATFORM_OS),WINDOWS) + $(CC) -shared -o $(OUTPUT_PATH)/raylib.dll $(OBJS) $(SHAREDLIBS) -Wl,--out-implib,$(OUTPUT_PATH)/libraylibdll.a + @echo "raylib dynamic library (raylib.dll) and MSVC required import library (libraylibdll.a) generated!" + endif else # compile raylib static library for desktop platforms. ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS) @@ -169,7 +176,7 @@ endif # compile core module core.o : core.c raylib.h rlgl.h utils.h raymath.h gestures.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile rlgl module rlgl.o : rlgl.c rlgl.h raymath.h @@ -177,23 +184,23 @@ rlgl.o : rlgl.c rlgl.h raymath.h # compile shapes module shapes.o : shapes.c raylib.h rlgl.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG) # compile textures module textures.o : textures.c rlgl.h utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) -D$(SHAREDFLAG) # compile text module text.o : text.c raylib.h utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG) # compile models module models.o : models.c raylib.h rlgl.h raymath.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile audio module audio.o : audio.c raylib.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # compile stb_vorbis library external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h @@ -201,7 +208,7 @@ external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h # compile utils module utils.o : utils.c utils.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) # It installs generated and needed files to compile projects using raylib. # The installation works manually. diff --git a/src/raylib.h b/src/raylib.h index 1673578d..c2e65b68 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -81,6 +81,14 @@ typedef struct android_app; // Define android_app struct (android_native_app_glue.h) #endif +#if defined(_WIN32) && defined(BUILDING_DLL) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL +#elif defined(_WIN32) && defined(RAYLIB_DLL) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL +#else + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) +#endif + //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- @@ -576,94 +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 @@ -674,264 +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 -int GetGestureDetected(void); // Get latest detected gesture -int GetTouchPointsCount(void); // Get touch points count -float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -Vector2 GetGestureDragVector(void); // Get gesture drag vector -float GetGestureDragAngle(void); // Get gesture drag angle -Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) -void UpdateCamera(Camera *camera); // Update camera (player position is ignored) -void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) +RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored) +RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) -void SetCameraPosition(Vector3 position); // Set internal camera position -void SetCameraTarget(Vector3 target); // Set internal camera target -void SetCameraFovy(float fovy); // Set internal camera field-of-view-y +RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position +RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target +RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y -void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) -void SetCameraMoveControls(int frontKey, int backKey, +RLAPI void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ -void DrawPixel(int posX, int posY, Color color); // Draw a pixel -void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle -void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points -void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines -bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision -bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory -Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) -void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) -void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) -void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) -Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) -void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image -void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) -void ImageFlipVertical(Image *image); // Flip image vertically -void ImageFlipHorizontal(Image *image); // Flip image horizontally -void ImageColorTint(Image *image, Color color); // Modify image color: tint -void ImageColorInvert(Image *image); // Modify image color: invert -void ImageColorGrayscale(Image *image); // Modify image color: grayscale -void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture -void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data +RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data -void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D -void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 -void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle -void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ -SpriteFont GetDefaultFont(void); // Get the default SpriteFont -SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory -void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters float fontSize, int spacing, Color tint); -int MeasureText(const char *text, int fontSize); // Measure string width for default font -Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont -void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner -const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' -const char *SubText(const char *text, int position, int length); // Get a piece of a text string +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space -void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube -void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured -void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -void DrawRay(Ray ray, Color color); // Draw a ray line -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawLight(Light light); // Draw light in 3D world +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float lenght, 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 lenght, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -void UnloadModel(Model model); // Unload 3d model from memory +RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +RLAPI void UnloadModel(Model model); // Unload 3d model from memory -Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube +RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube -Material LoadMaterial(const char *fileName); // Load material data (from file) -Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -void UnloadMaterial(Material material); // Unload material textures from VRAM +RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file) +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap // NOTE: Return the normal vector of the impacted surface //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory -Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get standard shader -Texture2D GetDefaultTexture(void); // Get default texture +RLAPI Shader GetDefaultShader(void); // Get default shader +RLAPI Shader GetStandardShader(void); // Get standard shader +RLAPI Texture2D GetDefaultTexture(void); // Get default texture -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -void DestroyLight(Light light); // Destroy a light and take it out of the list +RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list //------------------------------------------------------------------------------------ // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int vdDevice); // Init VR device -void CloseVrDevice(void); // Close VR device -bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +RLAPI void InitVrDevice(int vdDevice); // Init VR device +RLAPI void CloseVrDevice(void); // Close VR device +RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation) +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ -void InitAudioDevice(void); // Initialize audio device and context -void CloseAudioDevice(void); // Close the audio device and context (and music stream) -bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -Sound LoadSound(char *fileName); // Load sound to memory -Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -void UnloadSound(Sound sound); // Unload sound -void PlaySound(Sound sound); // Play a sound -void PauseSound(Sound sound); // Pause a sound -void ResumeSound(Sound sound); // Resume a paused sound -void StopSound(Sound sound); // Stop playing a sound -bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing -void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI Sound LoadSound(char *fileName); // Load sound to memory +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -Music LoadMusicStream(char *fileName); // Load music stream from file -void UnloadMusicStream(Music music); // Unload music stream -void PlayMusicStream(Music music); // Start music playing (open stream) -void UpdateMusicStream(Music music); // Updates buffers for music streaming -void StopMusicStream(Music music); // Stop music playing (close stream) -void PauseMusicStream(Music music); // Pause music playing -void ResumeMusicStream(Music music); // Resume playing paused music -bool IsMusicPlaying(Music music); // Check if music is playing -void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) -void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) -float GetMusicTimeLength(Music music); // Get music time length (in seconds) -float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) +RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream audio pcm data) -void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data -void CloseAudioStream(AudioStream stream); // Close audio stream and free memory -bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill -void PlayAudioStream(AudioStream stream); // Play audio stream -void PauseAudioStream(AudioStream stream); // Pause audio stream -void ResumeAudioStream(AudioStream stream); // Resume audio stream -void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream #ifdef __cplusplus }