Review comments and formatting
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@ -1194,7 +1194,7 @@ const char *GetGamepadName(int gamepad)
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if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
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else return NULL;
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#elif defined(PLATFORM_RPI)
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if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
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if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
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return gamepadName;
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#else
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102
src/raylib.h
102
src/raylib.h
@ -351,7 +351,7 @@ typedef struct Image {
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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int format; // Data format (TextureFormat type)
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} Image;
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// Texture2D type, bpp always RGBA (32bit)
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@ -361,12 +361,12 @@ typedef struct Texture2D {
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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int format; // Data format (TextureFormat type)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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@ -767,19 +767,19 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
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//------------------------------------------------------------------------------------
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
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RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
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RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
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RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
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@ -792,7 +792,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color);
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
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RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
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@ -815,9 +816,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM)
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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@ -853,40 +854,48 @@ RLAPI void DrawLight(Light light);
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
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RLAPI Model LoadModel(const char *fileName); // Load model from file
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RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
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RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI Shader GetDefaultShader(void); // Get default shader
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RLAPI Shader GetStandardShader(void); // Get standard shader
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@ -926,12 +935,11 @@ RLAPI void InitAudioDevice(void); // Initial
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
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RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data
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RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI void PlaySound(Sound sound); // Play a sound
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@ -961,7 +969,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int numSamples); // Update audio stream buffers with data
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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@ -1690,7 +1690,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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}
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// Update already loaded texture in GPU with new data
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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@ -2423,7 +2423,7 @@ Texture2D GetDefaultTexture(void)
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return texture;
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}
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// Load a custom shader and bind default locations
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// Load shader from files and bind default locations
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Shader LoadShader(char *vsFileName, char *fsFileName)
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{
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Shader shader = { 0 };
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@ -2455,7 +2455,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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return shader;
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}
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// Unload a custom shader from memory
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// Unload shader from GPU memory (VRAM)
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void UnloadShader(Shader shader)
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{
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if (shader.id != 0)
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@ -370,7 +370,7 @@ void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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12
src/text.c
12
src/text.c
@ -249,7 +249,7 @@ SpriteFont GetDefaultFont()
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return defaultFont;
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}
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// Load a SpriteFont image into GPU memory
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// Load SpriteFont from file into GPU memory (VRAM)
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SpriteFont LoadSpriteFont(const char *fileName)
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{
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// Default hardcoded values for ttf file loading
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@ -280,7 +280,7 @@ SpriteFont LoadSpriteFont(const char *fileName)
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return spriteFont;
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}
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// Load SpriteFont from TTF file with custom parameters
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// Load SpriteFont from TTF font file with generation parameters
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// NOTE: You can pass an array with desired characters, those characters should be available in the font
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// if array is NULL, default char set is selected 32..126
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SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars)
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@ -311,7 +311,7 @@ SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, i
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return spriteFont;
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}
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// Unload SpriteFont from GPU memory
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// Unload SpriteFont from GPU memory (VRAM)
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void UnloadSpriteFont(SpriteFont spriteFont)
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{
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// NOTE: Make sure spriteFont is not default font (fallback)
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@ -460,13 +460,13 @@ int MeasureText(const char *text, int fontSize)
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing)
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{
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int len = strlen(text);
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int tempLen = 0; // Used to count longer text line num chars
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int tempLen = 0; // Used to count longer text line num chars
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int lenCounter = 0;
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float textWidth = 0;
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float tempTextWidth = 0; // Used to count longer text line width
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float tempTextWidth = 0; // Used to count longer text line width
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float textHeight = (float)spriteFont.size;
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float textHeight = (float)spriteFont.size;
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float scaleFactor = fontSize/(float)spriteFont.size;
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for (int i = 0; i < len; i++)
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