/********************************************************************************************** * * raylib 1.3.0 (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 * Multiple textures support, including DDS 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 * GLEW for OpenGL extensions loading (3.3+ and ES2) * 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 * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * * Some design decisions: * 32bit Colors - All defined color are always RGBA * SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures * One custom default font is loaded automatically when InitWindow() * If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) * * -- LICENSE (raylib v1.2, September 2014) -- * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H // 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) #include // Defines android_app struct #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_LEFT_SHIFT 340 #define KEY_LEFT_CONTROL 341 #define KEY_LEFT_ALT 342 #define KEY_RIGHT_SHIFT 344 #define KEY_RIGHT_CONTROL 345 #define KEY_RIGHT_ALT 346 // Mouse Buttons #define MOUSE_LEFT_BUTTON 0 #define MOUSE_RIGHT_BUTTON 1 #define MOUSE_MIDDLE_BUTTON 2 // Gamepad Number #define GAMEPAD_PLAYER1 0 #define GAMEPAD_PLAYER2 1 #define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER4 3 // Gamepad Buttons // NOTE: Adjusted for a PS3 USB Controller #define GAMEPAD_BUTTON_A 2 #define GAMEPAD_BUTTON_B 1 #define GAMEPAD_BUTTON_X 3 #define GAMEPAD_BUTTON_Y 4 #define GAMEPAD_BUTTON_R1 7 #define GAMEPAD_BUTTON_R2 5 #define GAMEPAD_BUTTON_L1 6 #define GAMEPAD_BUTTON_L2 8 #define GAMEPAD_BUTTON_SELECT 9 #define GAMEPAD_BUTTON_START 10 // TODO: Review Xbox360 USB Controller Buttons // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray #define GRAY (Color){ 130, 130, 130, 255 } // Gray #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow #define GOLD (Color){ 255, 203, 0, 255 } // Gold #define ORANGE (Color){ 255, 161, 0, 255 } // Orange #define PINK (Color){ 255, 109, 194, 255 } // Pink #define RED (Color){ 230, 41, 55, 255 } // Red #define MAROON (Color){ 190, 33, 55, 255 } // Maroon #define GREEN (Color){ 0, 228, 48, 255 } // Green #define LIME (Color){ 0, 158, 47, 255 } // Lime #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue #define BLUE (Color){ 0, 121, 241, 255 } // Blue #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue #define PURPLE (Color){ 200, 122, 255, 255 } // Purple #define VIOLET (Color){ 135, 60, 190, 255 } // Violet #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple #define BEIGE (Color){ 211, 176, 131, 255 } // Beige #define BROWN (Color){ 127, 106, 79, 255 } // Brown #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown #define WHITE (Color){ 255, 255, 255, 255 } // White #define BLACK (Color){ 0, 0, 0, 255 } // Black #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type typedef enum { false, true } bool; #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; // Character type (one font glyph) typedef struct Character { int value; //char value = ' '; (int)value = 32; int x; int y; int w; int h; } Character; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; int numChars; Character *charSet; } SpriteFont; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; Vector3 target; Vector3 up; } Camera; // Camera modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; // Vertex data definning a mesh // NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId) typedef struct VertexData { int vertexCount; float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex float *normals; // 3 components per vertex unsigned char *colors; // 4 components per vertex unsigned int vaoId; unsigned int vboId[4]; } VertexData; // Shader type typedef struct Shader { unsigned int id; // Shader program id // Variable attributes unsigned int vertexLoc; // Vertex attribute location point (vertex shader) unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader) unsigned int normalLoc; // Normal attribute location point (vertex shader) unsigned int colorLoc; // Color attibute location point (vertex shader) // Uniforms unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader) unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader) unsigned int textureLoc; // Texture uniform location point (fragment shader) unsigned int tintColorLoc; // Color uniform location point (fragment shader) } Shader; // 3d Model type typedef struct Model { VertexData mesh; Matrix transform; Texture2D texture; Shader shader; } Model; // 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; short bitsPerSample; short channels; } Wave; // 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; // Gestures type typedef enum { GESTURE_NONE = 0, GESTURE_TAP, GESTURE_DOUBLETAP, GESTURE_HOLD, GESTURE_DRAG, GESTURE_SWIPE_RIGHT, GESTURE_SWIPE_LEFT, GESTURE_SWIPE_UP, GESTURE_SWIPE_DOWN, GESTURE_PINCH_IN, GESTURE_PINCH_OUT } Gestures; #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 #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 void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image void SetExitKey(int key); // Set a custom key to exit program (default is ESC) #endif int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height 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 Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode 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 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); // Enable some window configurations void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) void SetPostproShader(Shader shader); // Set fullscreen postproduction shader void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw void SetDefaultShader(void); // Set default shader to be used in batch draw Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Gives the rayTrace from mouse position // Camera modes setup and control functions (module: camera) void SetCameraMode(int mode); // Select camera mode (multiple camera modes available) Camera UpdateCamera(Vector3 *position); // Update camera with position void SetCameraControls(int front, int left, int back, int right, int up, int down); void SetMouseSensitivity(float sensitivity); void SetResetPosition(Vector3 resetPosition); void SetResetControl(int resetKey); void SetPawnControl(int pawnControlKey); void SetFnControl(int fnControlKey); void SetSmoothZoomControl(int smoothZoomControlKey); //------------------------------------------------------------------------------------ // 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 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 void ShowCursor(void); // Shows cursor void HideCursor(void); // Hides cursor bool IsCursorHidden(void); // Returns true if cursor is not visible #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) int GetTouchX(void); // Returns touch position X int GetTouchY(void); // Returns touch position Y Vector2 GetTouchPosition(void); // Returns touch position XY // Gestures System (module: gestures) bool IsGestureDetected(void); int GetGestureType(void); float GetDragIntensity(void); float GetDragAngle(void); Vector2 GetDragVector(void); int GetHoldDuration(void); // Hold time in frames float GetPinchDelta(void); float GetPinchAngle(void); #endif //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ void DrawPixel(int posX, int posY, Color color); // Draw a pixel void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // 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, bool genMipmaps); // Load a texture from image data (and generate mipmaps) Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) Color *GetPixelData(Image image); // Get pixel data from image as a Color struct array void SetPixelData(Image *image, Color *pixels, int format); // Set image data from Color struct array 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 int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires void 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 DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad 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(VertexData data); // Load a 3d model (from vertex data) //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model 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 void SetModelShader(Model *model, Shader shader); // Link a shader to a model (not available on OpenGL 1.1) void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) 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 Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader) void UnloadShader(Shader shader); // Unload a custom shader from memory bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Return the normal vector of the impacted surface //------------------------------------------------------------------------------------ // 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) 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 SoundIsPlaying(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) void PlayMusicStream(char *fileName); // Start music playing (open stream) void StopMusicStream(void); // Stop music playing (close stream) void PauseMusicStream(void); // Pause music playing void ResumeMusicStream(void); // Resume playing paused music bool MusicIsPlaying(void); // Check if music is playing void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) float GetMusicTimeLength(void); // Get current music time length (in seconds) float GetMusicTimePlayed(void); // Get current music time played (in seconds) #ifdef __cplusplus } #endif #endif // RAYLIB_H