Updated android template and lib

This commit is contained in:
raysan5 2016-11-18 13:39:19 +01:00
parent b0d5a7a372
commit c7f0350182
3 changed files with 153 additions and 123 deletions

View File

@ -37,15 +37,14 @@ void android_main(struct android_app *app)
InitAudioDevice(); // Initialize audio device
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder)
int framesCounter = 0; // Used to count frames
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
Music ambient = LoadMusicStream("ambient.ogg");
PlayMusicStream(ambient);
int framesCounter = 0; // Used to count frames
SetTargetFPS(60); // Not required on Android, already locked to 60 fps
//--------------------------------------------------------------------------------------

View File

@ -6,37 +6,39 @@
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Uses PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* Audio loading and playing with streaming support and mixing channels [audio]
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* Complete binding for LUA [rlua]
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
* External libs:
* GLFW3 (www.glfw.org) for window/context management and input [core]
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
* stb_truetype (Sean Barret) for ttf fonts loading [text]
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
* dr_flac (David Reid) for FLAC audio file loading [audio]
* OpenAL Soft for audio device/context management [audio]
* tinfl for data decompression (DEFLATE algorithm) [utils]
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
* One custom default font is loaded automatically when InitWindow()
* One custom default font could be loaded automatically when InitWindow() [core]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
*
* -- LICENSE --
*
@ -77,10 +79,6 @@
#define PLATFORM_DESKTOP
#endif
#if defined(PLATFORM_ANDROID)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
#if defined(_WIN32) && defined(BUILDING_DLL)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
#elif defined(_WIN32) && defined(RAYLIB_DLL)
@ -93,7 +91,7 @@
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#define PI 3.14159265358979323846f
#endif
#define DEG2RAD (PI/180.0f)
@ -101,11 +99,12 @@
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_SHOW_LOGO 2
#define FLAG_SHOW_MOUSE_CURSOR 4
#define FLAG_CENTERED_MODE 8
#define FLAG_MSAA_4X_HINT 16
#define FLAG_VSYNC_HINT 32
#define FLAG_RESIZABLE_WINDOW 2
#define FLAG_SHOW_LOGO 4
#define FLAG_SHOW_MOUSE_CURSOR 8
#define FLAG_CENTERED_MODE 16
#define FLAG_MSAA_4X_HINT 32
#define FLAG_VSYNC_HINT 64
// Keyboard Function Keys
#define KEY_SPACE 32
@ -173,15 +172,18 @@
#define KEY_Y 89
#define KEY_Z 90
#if defined(PLATFORM_ANDROID)
// Android Physical Buttons
#define KEY_BACK 4
#define KEY_MENU 82
#define KEY_VOLUME_UP 24
#define KEY_VOLUME_DOWN 25
#endif
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#if defined(PLATFORM_WEB)
#define MOUSE_RIGHT_BUTTON 2
#define MOUSE_MIDDLE_BUTTON 1
#else
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
#endif
// Touch points registered
#define MAX_TOUCH_POINTS 2
@ -189,24 +191,35 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// Gamepad Buttons/Axis
// PS3 USB Controller
#define GAMEPAD_PS3_BUTTON_A 2
#define GAMEPAD_PS3_BUTTON_B 1
#define GAMEPAD_PS3_BUTTON_X 3
#define GAMEPAD_PS3_BUTTON_Y 4
#define GAMEPAD_PS3_BUTTON_R1 7
#define GAMEPAD_PS3_BUTTON_R2 5
// PS3 USB Controller Buttons
#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
#define GAMEPAD_PS3_BUTTON_CIRCLE 1
#define GAMEPAD_PS3_BUTTON_CROSS 2
#define GAMEPAD_PS3_BUTTON_SQUARE 3
#define GAMEPAD_PS3_BUTTON_L1 6
#define GAMEPAD_PS3_BUTTON_L2 8
#define GAMEPAD_PS3_BUTTON_R1 7
#define GAMEPAD_PS3_BUTTON_L2 4
#define GAMEPAD_PS3_BUTTON_R2 5
#define GAMEPAD_PS3_BUTTON_START 8
#define GAMEPAD_PS3_BUTTON_SELECT 9
#define GAMEPAD_PS3_BUTTON_START 10
#define GAMEPAD_PS3_BUTTON_UP 24
#define GAMEPAD_PS3_BUTTON_RIGHT 25
#define GAMEPAD_PS3_BUTTON_DOWN 26
#define GAMEPAD_PS3_BUTTON_LEFT 27
#define GAMEPAD_PS3_BUTTON_PS 12
// TODO: Add PS3 d-pad axis
// PS3 USB Controller Axis
#define GAMEPAD_PS3_AXIS_LEFT_X 0
#define GAMEPAD_PS3_AXIS_LEFT_Y 1
#define GAMEPAD_PS3_AXIS_RIGHT_X 2
#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
@ -217,33 +230,30 @@
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_BUTTON_UP 10
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#define GAMEPAD_XBOX_BUTTON_HOME 8
// Xbox360 USB Controller Axis
// NOTE: For Raspberry Pi, axis must be reconfigured
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
#else
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
#endif
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
#define ANDROID_MENU 82
#define ANDROID_VOLUME_UP 24
#define ANDROID_VOLUME_DOWN 25
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
#ifdef __cplusplus
@ -297,9 +307,6 @@
#endif
#endif
// byte type
typedef unsigned char byte;
// Vector2 type
typedef struct Vector2 {
float x;
@ -427,7 +434,9 @@ typedef struct Shader {
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
int colSpecularLoc; // Specular color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
@ -464,7 +473,7 @@ typedef struct LightData {
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light diffuse color
@ -482,12 +491,6 @@ typedef struct Ray {
Vector3 direction; // Ray direction
} Ray;
// Sound source type
typedef struct Sound {
unsigned int source; // OpenAL audio source id
unsigned int buffer; // OpenAL audio buffer id
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
unsigned int sampleCount; // Number of samples
@ -497,6 +500,13 @@ typedef struct Wave {
void *data; // Buffer data pointer
} Wave;
// Sound source type
typedef struct Sound {
unsigned int source; // OpenAL audio source id
unsigned int buffer; // OpenAL audio buffer id
int format; // OpenAL audio format specifier
} Sound;
// Music type (file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed
typedef struct MusicData *Music;
@ -536,6 +546,21 @@ typedef enum {
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
FILTER_POINT = 0, // No filter, just pixel aproximation
FILTER_BILINEAR, // Linear filtering
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilterMode;
// Texture parameters: wrap mode
typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
@ -556,7 +581,13 @@ typedef enum {
} Gestures;
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
typedef enum {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
} CameraMode;
// Head Mounted Display devices
typedef enum {
@ -584,7 +615,7 @@ extern "C" { // Prevents name mangling of functions
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app)
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
@ -596,11 +627,13 @@ RLAPI void ToggleFullscreen(void); // Fullscreen
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
#if !defined(PLATFORM_ANDROID)
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor
RLAPI void DisableCursor(void); // Disables cursor
#endif
RLAPI void ClearBackground(Color color); // Sets Background Color
RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
@ -643,7 +676,6 @@ RLAPI int StorageLoadValue(int position); // Storage loa
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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
@ -652,12 +684,15 @@ RLAPI int GetKeyPressed(void); // Get latest key
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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 IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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
@ -673,12 +708,6 @@ RLAPI int GetTouchX(void); // Returns touch p
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
bool IsButtonDown(int button); // Detect if an android physic button is being pressed
bool IsButtonReleased(int button); // Detect if an android physic button has been released
#endif
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
@ -695,22 +724,15 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
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)
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
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int rightKey, int leftKey,
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)
@ -759,8 +781,10 @@ RLAPI void UnloadTexture(Texture2D texture);
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 UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
@ -779,7 +803,8 @@ RLAPI void ImageColorGrayscale(Image *image);
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
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
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
@ -793,13 +818,14 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
//------------------------------------------------------------------------------------
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
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'
@ -809,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length);
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, 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
@ -824,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color);
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...
//DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
@ -836,9 +862,7 @@ RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a
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
RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file)
RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
@ -859,8 +883,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float
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
@ -894,20 +917,25 @@ RLAPI void DestroyLight(Light light); // Des
//------------------------------------------------------------------------------------
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 bool IsVrDeviceReady(void); // Detect if VR device is ready
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI Sound LoadSound(char *fileName); // Load sound to memory
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
@ -916,12 +944,15 @@ RLAPI void StopSound(Sound sound); // Stop pl
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
RLAPI void StopMusicStream(Music music); // Stop music playing
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
@ -932,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream audio pcm data)
unsigned int channels); // Init audio stream (to stream raw 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