/********************************************************************************************** * * raylib 1.6.0 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * * Features: * Library written in plain C code (C99) * 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 [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] * * 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 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 could be loaded automatically (internally defined) * * -- LICENSE -- * * 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) 2013-2016 Ramon Santamaria (@raysan5) * * 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 // Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP //#define PLATFORM_DESKTOP // Windows, Linux or OSX //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) //#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) #define PLATFORM_DESKTOP #endif #if defined(_WIN32) && defined(BUILDING_DLL) #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL #elif defined(_WIN32) && defined(RAYLIB_DLL) #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL #else #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846f #endif #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) // raylib Config Flags #define FLAG_FULLSCREEN_MODE 1 #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 #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_F11 300 #define KEY_F12 301 #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 // Keyboard Alpha Numeric Keys #define KEY_ZERO 48 #define KEY_ONE 49 #define KEY_TWO 50 #define KEY_THREE 51 #define KEY_FOUR 52 #define KEY_FIVE 53 #define KEY_SIX 54 #define KEY_SEVEN 55 #define KEY_EIGHT 56 #define KEY_NINE 57 #define KEY_A 65 #define KEY_B 66 #define KEY_C 67 #define KEY_D 68 #define KEY_E 69 #define KEY_F 70 #define KEY_G 71 #define KEY_H 72 #define KEY_I 73 #define KEY_J 74 #define KEY_K 75 #define KEY_L 76 #define KEY_M 77 #define KEY_N 78 #define KEY_O 79 #define KEY_P 80 #define KEY_Q 81 #define KEY_R 82 #define KEY_S 83 #define KEY_T 84 #define KEY_U 85 #define KEY_V 86 #define KEY_W 87 #define KEY_X 88 #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 #define MOUSE_RIGHT_BUTTON 1 #define MOUSE_MIDDLE_BUTTON 2 // Touch points registered #define MAX_TOUCH_POINTS 2 // Gamepad Number #define GAMEPAD_PLAYER1 0 #define GAMEPAD_PLAYER2 1 #define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER4 3 // Gamepad Buttons/Axis // 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_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_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 // 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 #define GAMEPAD_XBOX_BUTTON_B 1 #define GAMEPAD_XBOX_BUTTON_X 2 #define GAMEPAD_XBOX_BUTTON_Y 3 #define GAMEPAD_XBOX_BUTTON_LB 4 #define GAMEPAD_XBOX_BUTTON_RB 5 #define GAMEPAD_XBOX_BUTTON_SELECT 6 #define GAMEPAD_XBOX_BUTTON_START 7 #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_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 // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. #ifdef __cplusplus #define CLITERAL #else #define CLITERAL (Color) #endif // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray #define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray #define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray #define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow #define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold #define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange #define PINK CLITERAL{ 255, 109, 194, 255 } // Pink #define RED CLITERAL{ 230, 41, 55, 255 } // Red #define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon #define GREEN CLITERAL{ 0, 228, 48, 255 } // Green #define LIME CLITERAL{ 0, 158, 47, 255 } // Lime #define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green #define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue #define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue #define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue #define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple #define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet #define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple #define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige #define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown #define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown #define WHITE CLITERAL{ 255, 255, 255, 255 } // White #define BLACK CLITERAL{ 0, 0, 0, 255 } // Black #define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type #ifndef __APPLE__ #if !defined(_STDBOOL_H) typedef enum { false, true } bool; #define _STDBOOL_H #endif #else #include #endif #endif // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Matrix type (OpenGL style 4x4 - right handed, column major) typedef struct Matrix { float m0, m4, m8, m12; float m1, m5, m9, m13; float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; // 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 { void *data; // Image raw data int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat type) } Image; // Texture2D type, bpp always RGBA (32bit) // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { unsigned int id; // OpenGL Framebuffer Object (FBO) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; // Font texture int size; // Base size (default chars height) int numChars; // Number of characters int *charValues; // Characters values array Rectangle *charRecs; // Characters rectangles within the texture Vector2 *charOffsets; // Characters offsets (on drawing) int *charAdvanceX; // Characters x advance (on drawing) } SpriteFont; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; // Camera2D type, defines a 2d camera typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; // Bounding box type typedef struct BoundingBox { Vector3 min; // minimum vertex box-corner Vector3 max; // maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh typedef struct Mesh { int vertexCount; // number of vertices stored in arrays int triangleCount; // number of triangles stored (indexed or not) float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices;// vertex indices (in case vertex data comes indexed) unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) typedef struct Shader { unsigned int id; // Shader program id // Vertex attributes locations (default locations) int vertexLoc; // Vertex attribute location point (default-location = 0) int texcoordLoc; // Texcoord attribute location point (default-location = 1) int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) int normalLoc; // Normal attribute location point (default-location = 2) int tangentLoc; // Tangent attribute location point (default-location = 4) int colorLoc; // Color attibute location point (default-location = 3) // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex 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) int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Material type typedef struct Material { Shader shader; // Standard shader (supports 3 map textures) Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; // Model type typedef struct Model { Mesh mesh; // Vertex data buffers (RAM and VRAM) Matrix transform; // Local transform matrix Material material; // Shader and textures data } Model; // Light type typedef struct LightData { unsigned int id; // Light unique id bool enabled; // Light enabled int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT Vector3 position; // Light position 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 float intensity; // Light intensity level float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; // Light types typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; // Information returned from a raycast typedef struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit Vector3 hitPosition; // Position of nearest hit Vector3 hitNormal; // Surface normal of hit } RayHitInfo; // Wave type, defines audio wave data typedef struct Wave { unsigned int sampleCount; // Number of samples unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo) 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; // Audio stream type // NOTE: Useful to create custom audio streams not bound to a specific file typedef struct AudioStream { unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo) int format; // OpenAL audio format specifier unsigned int source; // OpenAL audio source id unsigned int buffers[2]; // OpenAL audio buffers (double buffering) } AudioStream; // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) UNCOMPRESSED_R5G6B5, // 16 bpp UNCOMPRESSED_R8G8B8, // 24 bpp UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) UNCOMPRESSED_R8G8B8A8, // 32 bpp COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) COMPRESSED_DXT3_RGBA, // 8 bpp COMPRESSED_DXT5_RGBA, // 8 bpp COMPRESSED_ETC1_RGB, // 4 bpp COMPRESSED_ETC2_RGB, // 4 bpp COMPRESSED_ETC2_EAC_RGBA, // 8 bpp COMPRESSED_PVRT_RGB, // 4 bpp COMPRESSED_PVRT_RGBA, // 4 bpp COMPRESSED_ASTC_4x4_RGBA, // 8 bpp 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; // Gestures type // NOTE: It could be used as flags to enable only some gestures typedef enum { GESTURE_NONE = 0, GESTURE_TAP = 1, GESTURE_DOUBLETAP = 2, GESTURE_HOLD = 4, GESTURE_DRAG = 8, GESTURE_SWIPE_RIGHT = 16, GESTURE_SWIPE_LEFT = 32, GESTURE_SWIPE_UP = 64, GESTURE_SWIPE_DOWN = 128, GESTURE_PINCH_IN = 256, GESTURE_PINCH_OUT = 512 } Gestures; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices typedef enum { HMD_DEFAULT_DEVICE = 0, HMD_OCULUS_RIFT_DK2, HMD_OCULUS_RIFT_CV1, HMD_VALVE_HTC_VIVE, HMD_SAMSUNG_GEAR_VR, HMD_GOOGLE_CARDBOARD, HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, } VrDevice; // rRES data returned when reading a resource, it contains all required data for user (24 byte) typedef struct { unsigned int type; // Resource type (4 byte) unsigned int param1; // Resouce parameter 1 (4 byte) unsigned int param2; // Resouce parameter 2 (4 byte) unsigned int param3; // Resouce parameter 3 (4 byte) unsigned int param4; // Resouce parameter 4 (4 byte) void *data; // Resource data pointer (4 byte) } RRESData; typedef enum { RRES_RAW = 0, RRES_IMAGE, RRES_WAVE, RRES_VERTEX, RRES_TEXT } RRESDataType; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) 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 RLAPI void CloseWindow(void); // Close Window and Terminate Context RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height #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 RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera RLAPI void End2dMode(void); // Ends 2D mode custom camera usage RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI float GetFPS(void); // Returns current FPS RLAPI float GetFrameTime(void); // Returns time in seconds for one frame RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array 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 RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) 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 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) //------------------------------------------------------------------------------------ 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) RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available 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 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 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 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) //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ 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) //------------------------------------------------------------------------------------ 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 rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ 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 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) //------------------------------------------------------------------------------------ RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) 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, const 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 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 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 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) //------------------------------------------------------------------------------------ RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) 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, 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' 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) //------------------------------------------------------------------------------------ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line 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 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() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data RLAPI Model LoadModel(const char *fileName); // Load model from file RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) RLAPI Material LoadMaterial(const char *fileName); // Load material from file RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data 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 from GPU memory (VRAM) 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) 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, returns collision point RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ RLAPI char *LoadText(const char *fileName); // Load chars array from text file RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI Shader GetDefaultShader(void); // Get default shader RLAPI Shader GetStandardShader(void); // Get standard shader RLAPI Texture2D GetDefaultTexture(void); // Get default texture 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) 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) 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) 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 //------------------------------------------------------------------------------------ RLAPI void InitVrDevice(int vdDevice); // Init VR device RLAPI void CloseVrDevice(void); // Close VR device 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 RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI void UpdateSound(Sound sound, const 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 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) 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 RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming 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 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 raw audio pcm data) RLAPI void UpdateAudioStream(AudioStream stream, const 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 } #endif #endif // RAYLIB_H