/********************************************************************************************** * * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps * - Skeletal Animation support (CPU bones-based animation) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * * NOTES: * One custom font is loaded by default when InitWindow() [core] * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * * DEPENDENCIES (included): * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) * [textures] stb_image_resize (Sean Barret) for image resizing algorythms * [textures] stb_perlin (Sean Barret) for Perlin noise image generation * [text] stb_truetype (Sean Barret) for ttf fonts loading * [text] stb_rect_pack (Sean Barret) for rectangles packing * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [models] cgltf (Johannes Kuhlmann) for models loading (glTF) * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * * * LICENSE: zlib/libpng * * 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) 2013-2019 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 #include // Required for: va_list - Only used by TraceLogCallback #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.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) #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported // Shader and material limits #define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct #define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. #if defined(__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) // Temporal hack to avoid breaking old codebases using // deprecated raylib implementation of these functions #define FormatText TextFormat #define SubText TextSubtext #define ShowWindow UnhideWindow //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Boolean type #if defined(__STDC__) && __STDC_VERSION__ >= 199901L #include #elif !defined(__cplusplus) && !defined(bool) typedef enum { false, true } bool; #endif // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Vector4 type typedef struct Vector4 { float x; float y; float z; float w; } Vector4; // Quaternion type, same as Vector4 typedef Vector4 Quaternion; // 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 { float x; float y; float width; float 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 (PixelFormat type) } Image; // Texture2D type // 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 (PixelFormat type) } Texture2D; // Texture type, same as Texture2D typedef Texture2D Texture; // TextureCubemap type, actually, same as Texture2D typedef Texture2D TextureCubemap; // 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 bool depthTexture; // Track if depth attachment is a texture or renderbuffer } RenderTexture2D; // RenderTexture type, same as RenderTexture2D typedef RenderTexture2D RenderTexture; // N-Patch layout info typedef struct NPatchInfo { Rectangle sourceRec; // Region in the texture int left; // left border offset int top; // top border offset int right; // right border offset int bottom; // bottom border offset int type; // layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; // Font character info typedef struct CharInfo { int value; // Character value (Unicode) Rectangle rec; // Character rectangle in sprite font int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X unsigned char *data; // Character pixel data (grayscale) } CharInfo; // Font type, includes texture and charSet array data typedef struct Font { Texture2D texture; // Font texture int baseSize; // Base size (default chars height) int charsCount; // Number of characters CharInfo *chars; // Characters info data } Font; #define SpriteFont Font // SpriteFont type fallback, defaults to Font // Camera type, defines a camera position/orientation in 3d space typedef struct Camera3D { 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) in perspective, used as near plane width in orthographic int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D // 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; // Vertex data definning a mesh // NOTE: Data stored in CPU memory (and GPU) typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) // Default vertex data 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 (XYZW - 4 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) // Animation vertex data float *animVertices; // Animated vertex positions (after bones transformations) float *animNormals; // Animated normals (after bones transformations) int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; // Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id int locs[MAX_SHADER_LOCATIONS]; // Shader locations array } Shader; // Material texture map typedef struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } MaterialMap; // Material type (generic) typedef struct Material { Shader shader; // Material shader MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps float *params; // Material generic parameters (if required) } Material; // Transformation properties typedef struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } Transform; // Bone information typedef struct BoneInfo { char name[32]; // Bone name int parent; // Bone parent } BoneInfo; // Model type typedef struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes Mesh *meshes; // Meshes array int materialCount; // Number of materials Material *materials; // Materials array int *meshMaterial; // Mesh material number // Animation data int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) Transform *bindPose; // Bones base transformation (pose) } Model; // Model animation typedef struct ModelAnimation { int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) int frameCount; // Number of animation frames Transform **framePoses; // Poses array by frame } ModelAnimation; // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; // Raycast hit information typedef struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit Vector3 position; // Position of nearest hit Vector3 normal; // Surface normal of hit } RayHitInfo; // Bounding box type typedef struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } BoundingBox; // 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 { void *audioBuffer; // Pointer to internal data used by the audio system unsigned int source; // Audio source id unsigned int buffer; // Audio buffer id int format; // 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) void *audioBuffer; // Pointer to internal data used by the audio system. int format; // Audio format specifier unsigned int source; // Audio source id unsigned int buffers[2]; // Audio buffers (double buffering) } AudioStream; // Head-Mounted-Display device parameters typedef struct VrDeviceInfo { int hResolution; // HMD horizontal resolution in pixels int vResolution; // HMD vertical resolution in pixels float hScreenSize; // HMD horizontal size in meters float vScreenSize; // HMD vertical size in meters float vScreenCenter; // HMD screen center in meters float eyeToScreenDistance; // HMD distance between eye and display in meters float lensSeparationDistance; // HMD lens separation distance in meters float interpupillaryDistance; // HMD IPD (distance between pupils) in meters float lensDistortionValues[4]; // HMD lens distortion constant parameters float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters } VrDeviceInfo; //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // System config flags // NOTE: Used for bit masks typedef enum { FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons) FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU } ConfigFlag; // Trace log type typedef enum { LOG_ALL = 0, // Display all logs LOG_TRACE, LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_FATAL, LOG_NONE // Disable logging } TraceLogType; // Keyboard keys typedef enum { // Alphanumeric keys KEY_APOSTROPHE = 39, KEY_COMMA = 44, KEY_MINUS = 45, KEY_PERIOD = 46, KEY_SLASH = 47, KEY_ZERO = 48, KEY_ONE = 49, KEY_TWO = 50, KEY_THREE = 51, KEY_FOUR = 52, KEY_FIVE = 53, KEY_SIX = 54, KEY_SEVEN = 55, KEY_EIGHT = 56, KEY_NINE = 57, KEY_SEMICOLON = 59, KEY_EQUAL = 61, KEY_A = 65, KEY_B = 66, KEY_C = 67, KEY_D = 68, KEY_E = 69, KEY_F = 70, KEY_G = 71, KEY_H = 72, KEY_I = 73, KEY_J = 74, KEY_K = 75, KEY_L = 76, KEY_M = 77, KEY_N = 78, KEY_O = 79, KEY_P = 80, KEY_Q = 81, KEY_R = 82, KEY_S = 83, KEY_T = 84, KEY_U = 85, KEY_V = 86, KEY_W = 87, KEY_X = 88, KEY_Y = 89, KEY_Z = 90, // Function keys KEY_SPACE = 32, KEY_ESCAPE = 256, KEY_ENTER = 257, KEY_TAB = 258, KEY_BACKSPACE = 259, KEY_INSERT = 260, KEY_DELETE = 261, KEY_RIGHT = 262, KEY_LEFT = 263, KEY_DOWN = 264, KEY_UP = 265, KEY_PAGE_UP = 266, KEY_PAGE_DOWN = 267, KEY_HOME = 268, KEY_END = 269, KEY_CAPS_LOCK = 280, KEY_SCROLL_LOCK = 281, KEY_NUM_LOCK = 282, KEY_PRINT_SCREEN = 283, KEY_PAUSE = 284, KEY_F1 = 290, KEY_F2 = 291, KEY_F3 = 292, KEY_F4 = 293, KEY_F5 = 294, KEY_F6 = 295, KEY_F7 = 296, KEY_F8 = 297, KEY_F9 = 298, KEY_F10 = 299, KEY_F11 = 300, KEY_F12 = 301, KEY_LEFT_SHIFT = 340, KEY_LEFT_CONTROL = 341, KEY_LEFT_ALT = 342, KEY_LEFT_SUPER = 343, KEY_RIGHT_SHIFT = 344, KEY_RIGHT_CONTROL = 345, KEY_RIGHT_ALT = 346, KEY_RIGHT_SUPER = 347, KEY_KB_MENU = 348, KEY_LEFT_BRACKET = 91, KEY_BACKSLASH = 92, KEY_RIGHT_BRACKET = 93, KEY_GRAVE = 96, // Keypad keys KEY_KP_0 = 320, KEY_KP_1 = 321, KEY_KP_2 = 322, KEY_KP_3 = 323, KEY_KP_4 = 324, KEY_KP_5 = 325, KEY_KP_6 = 326, KEY_KP_7 = 327, KEY_KP_8 = 328, KEY_KP_9 = 329, KEY_KP_DECIMAL = 330, KEY_KP_DIVIDE = 331, KEY_KP_MULTIPLY = 332, KEY_KP_SUBTRACT = 333, KEY_KP_ADD = 334, KEY_KP_ENTER = 335, KEY_KP_EQUAL = 336 } KeyboardKey; // Android buttons typedef enum { KEY_BACK = 4, KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25 } AndroidButton; // Mouse buttons typedef enum { MOUSE_LEFT_BUTTON = 0, MOUSE_RIGHT_BUTTON = 1, MOUSE_MIDDLE_BUTTON = 2 } MouseButton; // Gamepad number typedef enum { GAMEPAD_PLAYER1 = 0, GAMEPAD_PLAYER2 = 1, GAMEPAD_PLAYER3 = 2, GAMEPAD_PLAYER4 = 3 } GamepadNumber; // PS3 USB Controller Buttons // TODO: Provide a generic way to list gamepad controls schemes, // defining specific controls schemes is not a good option typedef enum { GAMEPAD_PS3_BUTTON_TRIANGLE = 0, GAMEPAD_PS3_BUTTON_CIRCLE = 1, GAMEPAD_PS3_BUTTON_CROSS = 2, GAMEPAD_PS3_BUTTON_SQUARE = 3, GAMEPAD_PS3_BUTTON_L1 = 6, GAMEPAD_PS3_BUTTON_R1 = 7, GAMEPAD_PS3_BUTTON_L2 = 4, GAMEPAD_PS3_BUTTON_R2 = 5, GAMEPAD_PS3_BUTTON_START = 8, GAMEPAD_PS3_BUTTON_SELECT = 9, GAMEPAD_PS3_BUTTON_PS = 12, GAMEPAD_PS3_BUTTON_UP = 24, GAMEPAD_PS3_BUTTON_RIGHT = 25, GAMEPAD_PS3_BUTTON_DOWN = 26, GAMEPAD_PS3_BUTTON_LEFT = 27 } GamepadPS3Button; // PS3 USB Controller Axis typedef enum { GAMEPAD_PS3_AXIS_LEFT_X = 0, GAMEPAD_PS3_AXIS_LEFT_Y = 1, GAMEPAD_PS3_AXIS_RIGHT_X = 2, GAMEPAD_PS3_AXIS_RIGHT_Y = 5, GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level) GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level) } GamepadPS3Axis; // Xbox360 USB Controller Buttons typedef enum { GAMEPAD_XBOX_BUTTON_A = 0, GAMEPAD_XBOX_BUTTON_B = 1, GAMEPAD_XBOX_BUTTON_X = 2, GAMEPAD_XBOX_BUTTON_Y = 3, GAMEPAD_XBOX_BUTTON_LB = 4, GAMEPAD_XBOX_BUTTON_RB = 5, GAMEPAD_XBOX_BUTTON_SELECT = 6, GAMEPAD_XBOX_BUTTON_START = 7, GAMEPAD_XBOX_BUTTON_HOME = 8, GAMEPAD_XBOX_BUTTON_UP = 10, GAMEPAD_XBOX_BUTTON_RIGHT = 11, GAMEPAD_XBOX_BUTTON_DOWN = 12, GAMEPAD_XBOX_BUTTON_LEFT = 13 } GamepadXbox360Button; // Xbox360 USB Controller Axis, // NOTE: For Raspberry Pi, axis must be reconfigured typedef enum { GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right) GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down) GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right) GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down) GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level) GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level) } GamepadXbox360Axis; // Android Gamepad Controller (SNES CLASSIC) typedef enum { GAMEPAD_ANDROID_DPAD_UP = 19, GAMEPAD_ANDROID_DPAD_DOWN = 20, GAMEPAD_ANDROID_DPAD_LEFT = 21, GAMEPAD_ANDROID_DPAD_RIGHT = 22, GAMEPAD_ANDROID_DPAD_CENTER = 23, GAMEPAD_ANDROID_BUTTON_A = 96, GAMEPAD_ANDROID_BUTTON_B = 97, GAMEPAD_ANDROID_BUTTON_C = 98, GAMEPAD_ANDROID_BUTTON_X = 99, GAMEPAD_ANDROID_BUTTON_Y = 100, GAMEPAD_ANDROID_BUTTON_Z = 101, GAMEPAD_ANDROID_BUTTON_L1 = 102, GAMEPAD_ANDROID_BUTTON_R1 = 103, GAMEPAD_ANDROID_BUTTON_L2 = 104, GAMEPAD_ANDROID_BUTTON_R2 = 105 } GamepadAndroid; // Shader location point type typedef enum { LOC_VERTEX_POSITION = 0, LOC_VERTEX_TEXCOORD01, LOC_VERTEX_TEXCOORD02, LOC_VERTEX_NORMAL, LOC_VERTEX_TANGENT, LOC_VERTEX_COLOR, LOC_MATRIX_MVP, LOC_MATRIX_MODEL, LOC_MATRIX_VIEW, LOC_MATRIX_PROJECTION, LOC_VECTOR_VIEW, LOC_COLOR_DIFFUSE, LOC_COLOR_SPECULAR, LOC_COLOR_AMBIENT, LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE LOC_MAP_METALNESS, // LOC_MAP_SPECULAR LOC_MAP_NORMAL, LOC_MAP_ROUGHNESS, LOC_MAP_OCCLUSION, LOC_MAP_EMISSION, LOC_MAP_HEIGHT, LOC_MAP_CUBEMAP, LOC_MAP_IRRADIANCE, LOC_MAP_PREFILTER, LOC_MAP_BRDF } ShaderLocationIndex; #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_SPECULAR LOC_MAP_METALNESS // Shader uniform data types typedef enum { UNIFORM_FLOAT = 0, UNIFORM_VEC2, UNIFORM_VEC3, UNIFORM_VEC4, UNIFORM_INT, UNIFORM_IVEC2, UNIFORM_IVEC3, UNIFORM_IVEC4, UNIFORM_SAMPLER2D } ShaderUniformDataType; // Material map type typedef enum { MAP_ALBEDO = 0, // MAP_DIFFUSE MAP_METALNESS = 1, // MAP_SPECULAR MAP_NORMAL = 2, MAP_ROUGHNESS = 3, MAP_OCCLUSION, MAP_EMISSION, MAP_HEIGHT, MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_BRDF } MaterialMapType; #define MAP_DIFFUSE MAP_ALBEDO #define MAP_SPECULAR MAP_METALNESS // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) UNCOMPRESSED_GRAY_ALPHA, // 8*2 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 UNCOMPRESSED_R32, // 32 bpp (1 channel - float) UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) 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 } PixelFormat; // 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; // Cubemap layout type typedef enum { CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map) } CubemapLayoutType; // Texture parameters: wrap mode typedef enum { WRAP_REPEAT = 0, // Repeats texture in tiled mode WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode } TextureWrapMode; // Font type, defines generation method typedef enum { FONT_DEFAULT = 0, // Default font generation, anti-aliased FONT_BITMAP, // Bitmap font generation, no anti-aliasing FONT_SDF // SDF font generation, requires external shader } FontType; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ADDITIVE, // Blend textures adding colors BLEND_MULTIPLIED // Blend textures multiplying colors } 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 } GestureType; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; // Camera projection modes typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC } CameraType; // Type of n-patch typedef enum { NPT_9PATCH = 0, // Npatch defined by 3x3 tiles NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles } NPatchType; // Callbacks to be implemented by users typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Window-related functions RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) RLAPI bool IsWindowResized(void); // Check if window has been resized RLAPI bool IsWindowHidden(void); // Check if window is currently hidden RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) RLAPI void UnhideWindow(void); // Show the window RLAPI void HideWindow(void); // Hide the window RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowSize(int width, int height); // Set window dimensions RLAPI void *GetWindowHandle(void); // Get native window handle RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetMonitorCount(void); // Get number of connected monitors RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI void SetClipboardText(const char *text); // Set clipboard text content // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor RLAPI void HideCursor(void); // Hides cursor RLAPI bool IsCursorHidden(void); // Check if cursor is not visible RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) RLAPI void DisableCursor(void); // Disables cursor (lock cursor) // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) RLAPI void EndMode2D(void); // Ends 2D mode with custom camera RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) RLAPI void EndMode3D(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 // Screen-space-related functions 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 for a 3d world space position RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Color-related functions RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f // Misc. functions RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) // Files management functions RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed) RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) // Persistent storage management RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard 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) // Input-related functions: gamepads 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 // Input-related functions: mouse 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(int x, int y); // Set mouse position XY RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y // Input-related functions: touch 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) //------------------------------------------------------------------------------------ // Basic shapes drawing functions 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 DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline 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 DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges 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 void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes // Basic shapes collision detection functions 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) //------------------------------------------------------------------------------------ // Image/Texture2D data loading/unloading/saving functions 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 void ExportImage(Image image, const char *fileName); // Export image data to file RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes 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 TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported 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 Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) 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 ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided 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 Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float 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 ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an 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, Font font, const char *text, float fontSize, float 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 ImageRotateCW(Image *image); // Rotate image clockwise 90deg RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg 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 ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color // Image generation functions RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells // Texture2D configuration functions 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 // Texture2D drawing functions 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 DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions RLAPI void DrawFPS(int posX, int posY); // Shows current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection // Text misc. functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font RLAPI int GetNextCodepoint(const char* text, int* count); // Returns next codepoint in a UTF8 encoded `text` or 0x3f(`?`) on failure. `count` will hold the total number of bytes processed. // Text strings management functions // NOTE: Some strings allocate memory internally for returned strings, just be careful! RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI unsigned int TextCountCodepoints(const char *text); // Get total number of characters(codepoints) in a UTF8 encoded `text` until '\0' is found. RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!) RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Basic geometric 3D shapes drawing functions 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 DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) 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 //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model loading/unloading functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) // Mesh loading/unloading functions RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Mesh manipulation functions RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals // Model drawing functions 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 // Collision detection functions 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 GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model 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 //------------------------------------------------------------------------------------ // Shader loading/unloading functions RLAPI char *LoadText(const char *fileName); // Load chars array from text file RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI Shader GetShaderDefault(void); // Get default shader RLAPI Texture2D GetTextureDefault(void); // Get default texture // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture 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 Matrix GetMatrixModelview(); // Get internal modelview matrix // Texture maps generation (PBR) // NOTE: Required shaders should be provided RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture // Shading begin/end functions 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 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode // VR control functions RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ // Audio device management functions 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 void SetMasterVolume(float volume); // Set master volume (listener) // Wave/Sound loading/unloading functions 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 samplesCount);// Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h) // Wave/Sound management functions 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 // Music management functions 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 void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions 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 samplesCount); // 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 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) #if defined(__cplusplus) } #endif #endif // RAYLIB_H