/********************************************************************************************* * * raylib 1.0.4 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation * Hardware accelerated with OpenGL 1.1 * Powerful fonts module with SpriteFonts support * Basic 3d support for Shapes and Models * Audio loading and playing * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * * Some design decisions: * 32bit Colors - All defined color are always RGBA * 32bit Textures - All loaded images are converted automatically to RGBA textures * SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures * One custom default font is loaded automatically when InitWindow() * * -- LICENSE (raylib v1.0, November 2013) -- * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846 #endif #define DEG2RAD (PI / 180.0) #define RAD2DEG (180.0 / PI) // Keyboard Function Keys #define KEY_SPACE 32 #define KEY_ESCAPE 256 #define KEY_ENTER 257 #define KEY_BACKSPACE 259 #define KEY_RIGHT 262 #define KEY_LEFT 263 #define KEY_DOWN 264 #define KEY_UP 265 #define KEY_F1 290 #define KEY_F2 291 #define KEY_F3 292 #define KEY_F4 293 #define KEY_F5 294 #define KEY_F6 295 #define KEY_F7 296 #define KEY_F8 297 #define KEY_F9 298 #define KEY_F10 299 #define KEY_LEFT_SHIFT 340 #define KEY_LEFT_CONTROL 341 #define KEY_LEFT_ALT 342 #define KEY_RIGHT_SHIFT 344 #define KEY_RIGHT_CONTROL 345 #define KEY_RIGHT_ALT 346 // Mouse Buttons #define MOUSE_LEFT_BUTTON 0 #define MOUSE_RIGHT_BUTTON 1 #define MOUSE_MIDDLE_BUTTON 2 // Gamepad Number #define GAMEPAD_PLAYER1 0 #define GAMEPAD_PLAYER2 1 #define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER4 3 // Gamepad Buttons // NOTE: Adjusted for a PS3 USB Controller #define GAMEPAD_BUTTON_A 2 #define GAMEPAD_BUTTON_B 1 #define GAMEPAD_BUTTON_X 3 #define GAMEPAD_BUTTON_Y 4 #define GAMEPAD_BUTTON_R1 7 #define GAMEPAD_BUTTON_R2 5 #define GAMEPAD_BUTTON_L1 6 #define GAMEPAD_BUTTON_L2 8 #define GAMEPAD_BUTTON_SELECT 9 #define GAMEPAD_BUTTON_START 10 // TODO: Review Xbox360 USB Controller Buttons // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray #define GRAY (Color){ 130, 130, 130, 255 } // Gray #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow #define GOLD (Color){ 255, 203, 0, 255 } // Gold #define ORANGE (Color){ 255, 161, 0, 255 } // Orange #define PINK (Color){ 255, 109, 194, 255 } // Pink #define RED (Color){ 230, 41, 55, 255 } // Red #define MAROON (Color){ 190, 33, 55, 255 } // Maroon #define GREEN (Color){ 0, 228, 48, 255 } // Green #define LIME (Color){ 0, 158, 47, 255 } // Lime #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue #define BLUE (Color){ 0, 121, 241, 255 } // Blue #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue #define PURPLE (Color){ 200, 122, 255, 255 } // Purple #define VIOLET (Color){ 135, 60, 190, 255 } // Violet #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple #define BEIGE (Color){ 211, 176, 131, 255 } // Beige #define BROWN (Color){ 127, 106, 79, 255 } // Brown #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown #define WHITE (Color){ 255, 255, 255, 255 } // White #define BLACK (Color){ 0, 0, 0, 255 } // Black #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Boolean type typedef enum { false, true } bool; // Color type, RGBA (32bit) typedef struct Color { unsigned char r; unsigned char g; unsigned char b; unsigned char a; } Color; // Rectangle type typedef struct Rectangle { int x; int y; int width; int height; } Rectangle; // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) typedef struct Image { Color *pixels; int width; int height; } Image; // Texture2D type, bpp always RGBA (32bit) // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int glId; int width; int height; } Texture2D; // SpriteFont one Character (Glyph) data, defined in text module typedef struct Character Character; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; int numChars; Character *charSet; } SpriteFont; // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; Vector3 target; Vector3 up; } Camera; // Basic 3d Model type typedef struct Model { int numVertices; Vector3 *vertices; Vector2 *texcoords; Vector3 *normals; } Model; // Basic Sound source and buffer typedef struct Sound { unsigned int source; unsigned int buffer; } Sound; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL) void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),... bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor void CloseWindow(); // Close Window and Terminate Context bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed void ToggleFullscreen(); // Fullscreen toggle (by default F11) void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image void SetExitKey(int key); // Set a custom key to exit program (default is ESC) void ClearBackground(Color color); // Sets Background Color void BeginDrawing(); // Setup drawing canvas to start drawing void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(); // Returns current FPS float GetFrameTime(); // Returns time in seconds for one frame Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value int GetHexValue(Color color); // Returns hexadecimal value for a Color 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 0.0 to 1.0 //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ 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 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(); // Returns mouse position X int GetMouseY(); // Returns mouse position Y Vector2 GetMousePosition(); // Returns mouse position XY int GetMouseWheelMove(); // Returns mouse wheel movement Y bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad 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 //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ void DrawPixel(int posX, int posY, Color color); // Draw a pixel void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) Image 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 LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) Texture2D CreateTexture(Image image); // Create a Texture2D from Image data void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ SpriteFont GetDefaultFont(); // Get the default SpriteFont SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters int fontSize, int spacing, Color tint); int MeasureText(const char *text, int fontSize); // Measure string width for default font Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) 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' //------------------------------------------------------------------------------------ // 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 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, 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, Vector3 rotation, Color color); // Draw a plane void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model void UnloadModel(Model model); // Unload 3d model from memory void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires // NOTE: The following functions work but are incomplete or require some revision void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ void InitAudioDevice(); // Initialize audio device and context void CloseAudioDevice(); // Close the audio device and context Sound LoadSound(char *fileName); // Load sound to memory 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 IsPlaying(Sound sound); // Check if a sound is currently playing void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level) void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) #ifdef __cplusplus } #endif #endif // RAYLIB_H