/********************************************************************************************** * * raylib 1.5.0 (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, 3.3 or ES2) * Unique OpenGL abstraction layer [rlgl] * Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) * Multiple textures support, including compressed formats and mipmaps generation * Basic 3d support for Shapes, Models, Heightmaps and Billboards * Powerful math module for Vector and Matrix operations [raymath] * Audio loading and playing with streaming support (WAV and OGG) * Multiplatform support, including Android devices, Raspberry Pi and HTML5 * * 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 * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * * 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() * 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) * * -- 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 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) // 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(PLATFORM_ANDROID) typedef struct android_app; // Define android_app struct (android_native_app_glue.h) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846 #endif #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) // 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 // 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 // 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 // Gamepad Number #define GAMEPAD_PLAYER1 0 #define GAMEPAD_PLAYER2 1 #define GAMEPAD_PLAYER3 2 // Not supported #define GAMEPAD_PLAYER4 3 // Not supported // 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 // 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 #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_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 #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 // 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 //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type #ifndef true typedef enum { false, true } bool; #endif #endif // byte type typedef unsigned char byte; // 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) } 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) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { unsigned int id; // Render texture (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; // 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; Vector3 max; } BoundingBox; // Vertex data definning a mesh typedef struct Mesh { int vertexCount; // number of vertices stored in arrays 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) int triangleCount; // number of triangles stored (indexed or not) BoundingBox bounds; // mesh limits defined by min and max points 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 normalLoc; // Normal attribute location point (default-location = 2) int colorLoc; // Color attibute location point (default-location = 3) int tangentLoc; // Tangent attribute location point (default-location = 4) int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Diffuse color uniform location point (fragment shader) // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) int mapNormalLoc; // Normal map texture uniform location point (fragment shader) int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) } Shader; // Material type typedef struct Material { Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) Texture2D texDiffuse; // Diffuse texture Texture2D texNormal; // Normal texture Texture2D texSpecular; // Specular texture Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color float glossiness; // Glossiness level (Ranges from 0 to 1000) float normalDepth; // Normal map depth } 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 { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float attenuation; // Lost of light intensity with distance (world distance) Color diffuse; // Use Vector3 diffuse float intensity; float coneAngle; // Spot light max angle } LightData, *Light; // Light types typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; // Ray type (useful for raycast) typedef struct Ray { Vector3 position; Vector3 direction; } Ray; // Sound source type typedef struct Sound { unsigned int source; unsigned int buffer; } Sound; // Wave type, defines audio wave data typedef struct Wave { void *data; // Buffer data pointer unsigned int dataSize; // Data size in bytes unsigned int sampleRate; // Samples per second to be played short bitsPerSample; // Sample size in bits short channels; } Wave; typedef int RawAudioContext; // 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; // 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; // Touch action (fingers or mouse) typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; // Gesture events // NOTE: MAX_TOUCH_POINTS fixed to 2 typedef struct GestureEvent { int touchAction; int pointCount; int pointerId[MAX_TOUCH_POINTS]; Vector2 position[MAX_TOUCH_POINTS]; } GestureEvent; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType; typedef struct Transform { Vector2 position; float rotation; // Radians (not used) Vector2 scale; // Just for rectangle physic objects, for circle physic objects use collider radius and keep scale as { 0, 0 } } Transform; typedef struct Rigidbody { bool enabled; // Acts as kinematic state (collisions are calculated anyway) float mass; Vector2 acceleration; Vector2 velocity; bool applyGravity; bool isGrounded; float friction; // Normalized value float bounciness; } Rigidbody; typedef struct Collider { bool enabled; ColliderType type; Rectangle bounds; // Used for COLLIDER_RECTANGLE int radius; // Used for COLLIDER_CIRCLE } Collider; typedef struct PhysicObjectData { unsigned int id; Transform transform; Rigidbody rigidbody; Collider collider; bool enabled; } PhysicObjectData, *PhysicObject; #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) void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics #endif void CloseWindow(void); // Close Window and Terminate Context bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height void ShowCursor(void); // Shows cursor void HideCursor(void); // Hides cursor bool IsCursorHidden(void); // Returns true if cursor is not visible void EnableCursor(void); // Enables cursor void DisableCursor(void); // Disables cursor void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera void End2dMode(void); // Ends 2D mode custom camera usage void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing void EndTextureMode(void); // Ends drawing to render texture Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(void); // Returns current FPS float GetFrameTime(void); // 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 float *ColorToFloat(Color color); // Converts Color to float array and normalizes float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array float *MatrixToFloat(Matrix mat); // Converts Matrix to float array int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f void SetConfigFlags(char flags); // Setup some window configuration flags void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) bool IsFileDropped(void); // Check if a file have been dropped into window char **GetDroppedFiles(int *count); // Retrieve dropped files into window void ClearDroppedFiles(void); // Clear dropped files paths buffer void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) int StorageLoadValue(int position); // Storage load integer value (from defined position) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) bool IsKeyPressed(int key); // Detect if a key has been pressed once bool IsKeyDown(int key); // Detect if a key is being pressed bool IsKeyReleased(int key); // Detect if a key has been released once bool IsKeyUp(int key); // Detect if a key is NOT being pressed int GetKeyPressed(void); // Get latest key pressed void SetExitKey(int key); // Set a custom key to exit program (default is ESC) bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed #endif bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed int GetMouseX(void); // Returns mouse position X int GetMouseY(void); // Returns mouse position Y Vector2 GetMousePosition(void); // Returns mouse position XY void SetMousePosition(Vector2 position); // Set mouse position XY int GetMouseWheelMove(void); // Returns mouse wheel movement Y int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) #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) //------------------------------------------------------------------------------------ void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) bool IsGestureDetected(int gesture); // Check if a gesture have been detected int GetGestureDetected(void); // Get latest detected gesture void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags int GetTouchPointsCount(void); // Get touch points count float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds Vector2 GetGestureDragVector(void); // Get gesture drag vector float GetGestureDragAngle(void); // Get gesture drag angle Vector2 GetGesturePinchVector(void); // Get gesture pinch delta float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) void UpdateCamera(Camera *camera); // Update camera (player position is ignored) void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) void SetCameraPosition(Vector3 position); // Set internal camera position void SetCameraTarget(Vector3 target); // Set internal camera target void SetCameraFovy(float fovy); // Set internal camera field-of-view-y void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) void SetCameraMoveControls(int frontKey, int backKey, int leftKey, int rightKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // 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 LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) Texture2D LoadTextureFromImage(Image image); // Load a texture from image data RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory Color *GetImageData(Image image); // Get pixel data from image as a Color struct array Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) void ImageFormat(Image *image, int newFormat); // Convert image data to desired format void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) void ImageFlipVertical(Image *image); // Flip image vertically void ImageFlipHorizontal(Image *image); // Flip image horizontally void ImageColorTint(Image *image, Color color); // Modify image color: tint void ImageColorInvert(Image *image); // Modify image color: invert void ImageColorGrayscale(Image *image); // Modify image color: grayscale void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ SpriteFont GetDefaultFont(void); // Get the default SpriteFont SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory 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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ void DrawRay(Ray ray, Color color); // Draw a ray line void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) void UnloadModel(Model model); // Unload 3d model from memory void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) void UnloadMaterial(Material material); // Unload material textures from VRAM void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap // NOTE: Return the normal vector of the impacted surface //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory void SetDefaultShader(void); // Set default shader to be used in batch draw void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw Shader GetDefaultShader(void); // Get default shader Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- // Physics System Functions (Module: physac) //---------------------------------------------------------------------------------- void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size) void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection void ClosePhysics(); // Unitialize all physic objects and empty the objects pool PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool void DestroyPhysicObject(PhysicObject pObj); // Destroy a specific physic object and take it out of the list void ApplyForce(PhysicObject pObj, Vector2 force); // Apply directional force to a physic object void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale) void DrawPhysicObjectInfo(PhysicObject pObj, Vector2 position, int fontSize); // Draw physic object information at screen position //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ void InitAudioDevice(void); // Initialize audio device and context void CloseAudioDevice(void); // Close the audio device and context (and music stream) bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) void UnloadSound(Sound sound); // Unload sound void PlaySound(Sound sound); // Play a sound void PauseSound(Sound sound); // Pause a sound void StopSound(Sound sound); // Stop playing a sound bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) int PlayMusicStream(int musicIndex, char *fileName); // Start music playing (open stream) void UpdateMusicStream(int index); // Updates buffers for music streaming void StopMusicStream(int index); // Stop music playing (close stream) void PauseMusicStream(int index); // Pause music playing void ResumeMusicStream(int index); // Resume playing paused music bool IsMusicPlaying(int index); // Check if music is playing void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) float GetMusicTimeLength(int index); // Get current music time length (in seconds) float GetMusicTimePlayed(int index); // Get current music time played (in seconds) int getMusicStreamCount(void); void SetMusicPitch(int index, float pitch); // used to output raw audio streams, returns negative numbers on error // if floating point is false the data size is 16bit short, otherwise it is float 32bit RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint); void CloseRawAudioContext(RawAudioContext ctx); int BufferRawAudioContext(RawAudioContext ctx, void *data, int numberElements); // returns number of elements buffered #ifdef __cplusplus } #endif #endif // RAYLIB_H