43b13d623b
Check CHANGELOG for changes
406 lines
24 KiB
C
406 lines
24 KiB
C
/*********************************************************************************************
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*
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* raylib 1.0.4 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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* Features:
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* Library written in plain C code (C99)
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* Uses C# PascalCase/camelCase notation
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* Hardware accelerated with OpenGL 1.1
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* Powerful fonts module with SpriteFonts support
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* Basic 3d support for Shapes and Models
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* Audio loading and playing
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*
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* OpenAL Soft for audio device/context management
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* tinfl for data decompression (DEFLATE algorithm)
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA
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* 32bit Textures - All loaded images are converted automatically to RGBA textures
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* One custom default font is loaded automatically when InitWindow()
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*
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* -- LICENSE (raylib v1.0, November 2013) --
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAYLIB_H
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#define RAYLIB_H
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD (PI / 180.0)
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#define RAD2DEG (180.0 / PI)
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// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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#define KEY_BACKSPACE 259
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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#define KEY_UP 265
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#define KEY_F1 290
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#define KEY_F2 291
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#define KEY_F3 292
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#define KEY_F4 293
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#define KEY_F5 294
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#define KEY_F6 295
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#define KEY_F7 296
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#define KEY_F8 297
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#define KEY_F9 298
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#define KEY_F10 299
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#define KEY_LEFT_SHIFT 340
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#define KEY_LEFT_CONTROL 341
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#define KEY_LEFT_ALT 342
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#define KEY_RIGHT_SHIFT 344
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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#define GAMEPAD_PLAYER3 2
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#define GAMEPAD_PLAYER4 3
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// Gamepad Buttons
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// NOTE: Adjusted for a PS3 USB Controller
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#define GAMEPAD_BUTTON_A 2
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#define GAMEPAD_BUTTON_B 1
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#define GAMEPAD_BUTTON_X 3
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#define GAMEPAD_BUTTON_Y 4
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#define GAMEPAD_BUTTON_R1 7
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#define GAMEPAD_BUTTON_R2 5
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#define GAMEPAD_BUTTON_L1 6
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#define GAMEPAD_BUTTON_L2 8
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#define GAMEPAD_BUTTON_SELECT 9
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#define GAMEPAD_BUTTON_START 10
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// TODO: Review Xbox360 USB Controller Buttons
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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#define GRAY (Color){ 130, 130, 130, 255 } // Gray
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
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#define GOLD (Color){ 255, 203, 0, 255 } // Gold
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#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
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#define PINK (Color){ 255, 109, 194, 255 } // Pink
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define GREEN (Color){ 0, 228, 48, 255 } // Green
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#define LIME (Color){ 0, 158, 47, 255 } // Lime
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#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
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#define BLUE (Color){ 0, 121, 241, 255 } // Blue
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#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
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#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
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#define BROWN (Color){ 127, 106, 79, 255 } // Brown
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#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
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#define WHITE (Color){ 255, 255, 255, 255 } // White
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#define BLACK (Color){ 0, 0, 0, 255 } // Black
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#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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typedef enum { false, true } bool;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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typedef struct Image {
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Color *pixels;
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int width;
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int height;
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} Image;
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// Texture2D type, bpp always RGBA (32bit)
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int glId;
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int width;
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int height;
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} Texture2D;
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// SpriteFont one Character (Glyph) data, defined in text module
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typedef struct Character Character;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture;
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int numChars;
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Character *charSet;
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} SpriteFont;
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position;
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Vector3 target;
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Vector3 up;
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} Camera;
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// Basic 3d Model type
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typedef struct Model {
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int numVertices;
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Vector3 *vertices;
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Vector2 *texcoords;
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Vector3 *normals;
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} Model;
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// Basic Sound source and buffer
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typedef struct Sound {
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unsigned int source;
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unsigned int buffer;
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} Sound;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Global Variables Definition
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//------------------------------------------------------------------------------------
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// It's lonely here...
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//------------------------------------------------------------------------------------
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// Window and Graphics Device Functions (Module: core)
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//------------------------------------------------------------------------------------
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void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL)
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void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),...
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bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor
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void CloseWindow(); // Close Window and Terminate Context
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bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed
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void ToggleFullscreen(); // Fullscreen toggle (by default F11)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(); // Setup drawing canvas to start drawing
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void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(); // Returns current FPS
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float GetFrameTime(); // Returns time in seconds for one frame
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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bool IsKeyPressed(int key); // Detect if a key has been pressed once
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bool IsKeyDown(int key); // Detect if a key is being pressed
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bool IsKeyReleased(int key); // Detect if a key has been released once
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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int GetMouseX(); // Returns mouse position X
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int GetMouseY(); // Returns mouse position Y
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Vector2 GetMousePosition(); // Returns mouse position XY
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int GetMouseWheelMove(); // Returns mouse wheel movement Y
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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//------------------------------------------------------------------------------------
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// Basic Shapes Drawing Functions (Module: shapes)
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//------------------------------------------------------------------------------------
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void DrawPixel(int posX, int posY, Color color); // Draw a pixel
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void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
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void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
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void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
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void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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//------------------------------------------------------------------------------------
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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float rotation, Color tint);
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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SpriteFont GetDefaultFont(); // Get the default SpriteFont
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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int fontSize, int spacing, Color tint);
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int MeasureText(const char *text, int fontSize); // Measure string width for default font
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
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int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
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void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
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const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits)
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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void UnloadModel(Model model); // Unload 3d model from memory
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void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
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void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
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// NOTE: The following functions work but are incomplete or require some revision
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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void InitAudioDevice(); // Initialize audio device and context
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void CloseAudioDevice(); // Close the audio device and context
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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void PauseSound(Sound sound); // Pause a sound
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void StopSound(Sound sound); // Stop playing a sound
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bool IsPlaying(Sound sound); // Check if a sound is currently playing
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void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level)
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void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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#ifdef __cplusplus
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}
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#endif
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#endif // RAYLIB_H
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