Review Android project
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@ -4,7 +4,7 @@
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#
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# Static library compilation
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#
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# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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@ -42,7 +42,6 @@ LOCAL_SRC_FILES :=\
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../../textures.c \
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../../text.c \
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../../shapes.c \
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../../gestures.c \
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../../models.c \
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../../utils.c \
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../../audio.c \
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@ -48,8 +48,10 @@
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#define GESTURES_IMPLEMENTATION
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#include "gestures.h" // Gestures detection functionality
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#define CAMERA_IMPLEMENTATION
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#include "camera.h" // Camera system functionality
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#if !defined(PLATFORM_ANDROID)
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#define CAMERA_IMPLEMENTATION
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#include "camera.h" // Camera system functionality
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#endif
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
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@ -5,11 +5,12 @@
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* This template has been created using raylib 1.2 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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*
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-->
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<!-- NOTE: Game package name must be unique for every app/game -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.raysan5.raylib_test"
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package="com.raylib.game_sample"
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android:versionCode="1"
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android:versionName="1.0" >
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@ -4,7 +4,7 @@
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#
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# Game template makefile
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#
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# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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@ -27,7 +27,6 @@
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LOCAL_PATH := $(call my-dir)
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# OpenAL module (prebuilt static library)
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# NOTE: Shared library brokes the build! Why?
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#--------------------------------------------------------------------
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include $(CLEAR_VARS)
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@ -41,7 +40,6 @@ LOCAL_SRC_FILES := libs/libopenal.a
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LOCAL_EXPORT_C_INCLUDES := include
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# Build static library
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#include $(PREBUILT_SHARED_LIBRARY)
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include $(PREBUILT_STATIC_LIBRARY)
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#--------------------------------------------------------------------
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@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raylib 1.5.0 (www.raylib.com)
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* raylib 1.6.0 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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@ -81,6 +81,14 @@
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typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
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#endif
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#if defined(_WIN32) && defined(BUILDING_DLL)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
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#elif defined(_WIN32) && defined(RAYLIB_DLL)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
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#else
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
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#endif
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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@ -185,17 +193,20 @@
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#define GAMEPAD_PLAYER4 3 // Not supported
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// Gamepad Buttons
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// NOTE: Adjusted for a PS3 USB Controller
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#define GAMEPAD_BUTTON_A 2
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#define GAMEPAD_BUTTON_B 1
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#define GAMEPAD_BUTTON_X 3
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#define GAMEPAD_BUTTON_Y 4
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#define GAMEPAD_BUTTON_R1 7
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#define GAMEPAD_BUTTON_R2 5
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#define GAMEPAD_BUTTON_L1 6
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#define GAMEPAD_BUTTON_L2 8
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#define GAMEPAD_BUTTON_SELECT 9
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#define GAMEPAD_BUTTON_START 10
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// PS3 USB Controller
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#define GAMEPAD_PS3_BUTTON_A 2
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#define GAMEPAD_PS3_BUTTON_B 1
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#define GAMEPAD_PS3_BUTTON_X 3
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#define GAMEPAD_PS3_BUTTON_Y 4
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#define GAMEPAD_PS3_BUTTON_R1 7
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#define GAMEPAD_PS3_BUTTON_R2 5
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#define GAMEPAD_PS3_BUTTON_L1 6
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#define GAMEPAD_PS3_BUTTON_L2 8
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#define GAMEPAD_PS3_BUTTON_SELECT 9
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#define GAMEPAD_PS3_BUTTON_START 10
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// TODO: Add PS3 d-pad axis
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// Xbox360 USB Controller Buttons
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#define GAMEPAD_XBOX_BUTTON_A 0
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@ -233,44 +244,56 @@
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#define ANDROID_VOLUME_UP 24
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#define ANDROID_VOLUME_DOWN 25
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#ifdef __cplusplus
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#define CLITERAL
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#else
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#define CLITERAL (Color)
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#endif
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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#define GRAY (Color){ 130, 130, 130, 255 } // Gray
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
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#define GOLD (Color){ 255, 203, 0, 255 } // Gold
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#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
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#define PINK (Color){ 255, 109, 194, 255 } // Pink
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define GREEN (Color){ 0, 228, 48, 255 } // Green
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#define LIME (Color){ 0, 158, 47, 255 } // Lime
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#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
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#define BLUE (Color){ 0, 121, 241, 255 } // Blue
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#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
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#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
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#define BROWN (Color){ 127, 106, 79, 255 } // Brown
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#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
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#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL{ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
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#define WHITE (Color){ 255, 255, 255, 255 } // White
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#define BLACK (Color){ 0, 0, 0, 255 } // Black
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#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#ifndef __APPLE__
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#else
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#include <stdbool.h>
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#endif
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#endif
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@ -393,7 +416,7 @@ typedef struct Mesh {
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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@ -405,7 +428,7 @@ typedef struct Shader {
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Diffuse color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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@ -419,11 +442,11 @@ typedef struct Material {
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Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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} Material;
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@ -439,14 +462,14 @@ typedef struct LightData {
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unsigned int id; // Light unique id
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
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float intensity; // Light intensity level
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float coneAngle; // Light cone max angle: LIGHT_SPOT
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} LightData, *Light;
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@ -461,19 +484,35 @@ typedef struct Ray {
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// Sound source type
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typedef struct Sound {
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unsigned int source; // Sound audio source id
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unsigned int buffer; // Sound audio buffer id
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unsigned int source; // OpenAL audio source id
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unsigned int buffer; // OpenAL audio buffer id
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} Sound;
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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Number of samples
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *data; // Buffer data pointer
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unsigned int dataSize; // Data size in bytes
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unsigned int sampleRate; // Samples per second to be played
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short bitsPerSample; // Sample size in bits
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short channels;
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} Wave;
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// Music type (file streaming from memory)
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct MusicData *Music;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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int format; // OpenAL audio format specifier
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unsigned int source; // OpenAL audio source id
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unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
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} AudioStream;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -516,18 +555,6 @@ typedef enum {
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GESTURE_PINCH_OUT = 512
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} Gestures;
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// Touch action (fingers or mouse)
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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// Gesture events
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// NOTE: MAX_TOUCH_POINTS fixed to 2
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typedef struct GestureEvent {
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int touchAction;
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int pointCount;
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int pointerId[MAX_TOUCH_POINTS];
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Vector2 position[MAX_TOUCH_POINTS];
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} GestureEvent;
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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@ -557,94 +584,94 @@ extern "C" { // Prevents name mangling of functions
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// Window and Graphics Device Functions (Module: core)
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
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RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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#endif
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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RLAPI void CloseWindow(void); // Close Window and Terminate Context
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RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenHeight(void); // Get current screen height
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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RLAPI void ShowCursor(void); // Shows cursor
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RLAPI void HideCursor(void); // Hides cursor
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RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
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RLAPI void EnableCursor(void); // Enables cursor
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RLAPI void DisableCursor(void); // Disables cursor
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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RLAPI void ClearBackground(Color color); // Sets Background Color
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RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
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RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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void End2dMode(void); // Ends 2D mode custom camera usage
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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void EndTextureMode(void); // Ends drawing to render texture
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RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
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RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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RLAPI void EndTextureMode(void); // Ends drawing to render texture
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for one frame
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI float GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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float *ColorToFloat(Color color); // Converts Color to float array and normalizes
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float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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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
|
||||
}
|
||||
|
Binary file not shown.
Loading…
Reference in New Issue
Block a user