1793f2c3b8
- Added CheckCollisionRayBox() function. - Updated and improved core 3d picking example (currently working as expected).
859 lines
50 KiB
C
859 lines
50 KiB
C
/**********************************************************************************************
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*
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* raylib 1.4.0 (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, 3.3+ or ES2)
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* Unique OpenGL abstraction layer [rlgl]
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* Powerful fonts module with SpriteFonts support
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* Multiple textures support, including DDS and mipmaps generation
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Powerful math module for Vector and Matrix operations [raymath]
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* Audio loading and playing with streaming support (WAV and OGG)
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* Multiplatform support, including Android devices, Raspberry Pi and HTML5
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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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* GLEW for OpenGL extensions loading (3.3+ and ES2)
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_vorbis (Sean Barret) for ogg audio loading
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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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* 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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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
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*
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* -- LICENSE (raylib v1.2, September 2014) --
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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 (@raysan5)
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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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// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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#define PLATFORM_DESKTOP
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#endif
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#if defined(PLATFORM_ANDROID)
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typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
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#endif
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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 / 180.0f)
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#define RAD2DEG (180.0f / PI)
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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#define FLAG_SHOW_LOGO 2
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#define FLAG_SHOW_MOUSE_CURSOR 4
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#define FLAG_CENTERED_MODE 8
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#define FLAG_MSAA_4X_HINT 16
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#define FLAG_VSYNC_HINT 32
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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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// Keyboard Alhpa Numeric Keys
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#define KEY_ZERO 48
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#define KEY_ONE 49
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#define KEY_TWO 50
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#define KEY_THREE 51
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#define KEY_FOUR 52
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#define KEY_FIVE 53
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#define KEY_SIX 54
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#define KEY_SEVEN 55
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#define KEY_EIGHT 56
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#define KEY_NINE 57
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#define KEY_A 65
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#define KEY_B 66
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#define KEY_C 67
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#define KEY_D 68
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#define KEY_E 69
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#define KEY_F 70
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#define KEY_G 71
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#define KEY_H 72
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#define KEY_I 73
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#define KEY_J 74
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#define KEY_K 75
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#define KEY_L 76
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#define KEY_M 77
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#define KEY_N 78
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#define KEY_O 79
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#define KEY_P 80
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#define KEY_Q 81
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#define KEY_R 82
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#define KEY_S 83
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#define KEY_T 84
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#define KEY_U 85
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#define KEY_V 86
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#define KEY_W 87
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#define KEY_X 88
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#define KEY_Y 89
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#define KEY_Z 90
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#if defined(PLATFORM_WEB)
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#define MOUSE_RIGHT_BUTTON 2
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#define MOUSE_MIDDLE_BUTTON 1
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#else
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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#endif
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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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// Android Physic Buttons
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#define ANDROID_BACK 4
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#define ANDROID_MENU 82
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#define ANDROID_VOLUME_UP 24
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#define ANDROID_VOLUME_DOWN 25
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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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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// byte type
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typedef unsigned char byte;
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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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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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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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void *data; // Image raw data
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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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 id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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} Texture2D;
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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; // Font texture
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int size; // Base size (default chars height)
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int numChars; // Number of characters
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int *charValues; // Characters values array
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Rectangle *charRecs; // Characters rectangles within the texture
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Vector2 *charOffsets; // Characters offsets (on drawing)
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int *charAdvanceX; // Characters x advance (on drawing)
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} SpriteFont;
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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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// Vertex data definning a mesh
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// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors; // 4 components per vertex
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unsigned int vaoId;
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unsigned int vboId[4];
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} VertexData;
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// TODO: This should be Texture2D objects
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unsigned int texDiffuseId; // Diffuse texture id
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unsigned int texNormalId; // Normal texture id
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unsigned int texSpecularId; // Specular texture id
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// Variable attributes
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
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int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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int viewLoc; // View transformation matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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} Shader;
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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
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Shader shader;
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} Model;
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// Ray type (useful for raycast)
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typedef struct Ray {
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Vector3 position;
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Vector3 direction;
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} Ray;
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// Sound source type
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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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// Wave type, defines audio wave data
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typedef struct Wave {
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void *data; // Buffer data pointer
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unsigned int dataSize; // Data size in bytes
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unsigned int sampleRate;
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short bitsPerSample;
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short channels;
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} Wave;
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// Light type
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typedef struct Light {
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float position[3];
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float rotation[3];
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float intensity[1];
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float specularIntensity[1];
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} Light;
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// Material type
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typedef struct Material {
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float glossiness[1];
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float normalDepth[1];
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} Material;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} TextureFormat;
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// Color blending modes (pre-defined)
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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typedef enum {
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GESTURE_NONE = 1,
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GESTURE_TAP = 2,
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GESTURE_DOUBLETAP = 4,
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GESTURE_HOLD = 8,
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GESTURE_DRAG = 16,
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GESTURE_SWIPE_RIGHT = 32,
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GESTURE_SWIPE_LEFT = 64,
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GESTURE_SWIPE_UP = 128,
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GESTURE_SWIPE_DOWN = 256,
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GESTURE_PINCH_IN = 512,
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GESTURE_PINCH_OUT = 1024
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} Gestures;
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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// Gesture events
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// NOTE: MAX_TOUCH_POINTS fixed to 4
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typedef struct {
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int touchAction;
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int pointCount;
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int pointerId[4];
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Vector2 position[4];
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} GestureEvent;
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Collider types
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typedef enum { RectangleCollider, CircleCollider } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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// Transform struct
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typedef struct Transform {
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Vector2 position;
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float rotation;
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Vector2 scale;
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} Transform;
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// Rigidbody struct
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typedef struct Rigidbody {
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bool enabled;
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float mass;
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Vector2 acceleration;
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Vector2 velocity;
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bool isGrounded;
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bool isContact; // Avoid freeze player when touching floor
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bool applyGravity;
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float friction; // 0.0f to 1.0f
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float bounciness; // 0.0f to 1.0f
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} Rigidbody;
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// Collider struct
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Just used for RectangleCollider type
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int radius; // Just used for CircleCollider type
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} Collider;
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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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#if defined(PLATFORM_ANDROID)
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void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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#endif
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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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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#endif
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
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void EndDrawing(void); // 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(void); // Ends 3D mode and returns to default 2D orthographic mode
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // 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 0.0f to 1.0f
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void SetConfigFlags(char flags); // Setup some window configuration flags
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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bool IsFileDropped(void); // Check if a file have been dropped into window
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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void ClearDroppedFiles(void); // Clear dropped files paths buffer
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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int StorageLoadValue(int position); // Storage load integer value (from defined position)
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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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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int GetKeyPressed(void); // Get latest key 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(void); // Returns mouse position X
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int GetMouseY(void); // Returns mouse position Y
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Vector2 GetMousePosition(void); // Returns mouse position XY
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void SetMousePosition(Vector2 position); // Set mouse position XY
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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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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#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
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bool IsButtonDown(int button); // Detect if an android physic button is being pressed
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bool IsButtonReleased(int button); // Detect if an android physic button has been released
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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void UpdateGestures(void); // Update gestures detected (must be called every frame)
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bool IsGestureDetected(void); // Check if a gesture have been detected
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int GetGestureType(void); // Get latest detected gesture
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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float GetGestureDragIntensity(void); // Get gesture drag intensity
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float GetGestureDragAngle(void); // Get gesture drag angle
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Vector2 GetGestureDragVector(void); // Get gesture drag vector
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int GetGestureHoldDuration(void); // Get gesture hold time in frames
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float GetGesturePinchDelta(void); // Get gesture pinch delta
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float GetGesturePinchAngle(void); // Get gesture pinch angle
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#endif
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: camera)
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//------------------------------------------------------------------------------------
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void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
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void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
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void SetCameraPosition(Vector3 position); // Set internal camera position
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void SetCameraTarget(Vector3 target); // Set internal camera target
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int leftKey, int rightKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
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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 LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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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 LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data 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 LoadTextureFromImage(Image image); // Load a texture 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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Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
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void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
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void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
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Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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void ImageFlipVertical(Image *image); // Flip image vertically
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void ImageFlipHorizontal(Image *image); // Flip image horizontally
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void ImageColorTint(Image *image, Color color); // Modify image color: tint
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void ImageColorInvert(Image *image); // Modify image color: invert
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void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
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void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
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void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
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void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
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void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
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|
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
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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
|
|
float rotation, Color tint);
|
|
|
|
//------------------------------------------------------------------------------------
|
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// Font Loading and Text Drawing Functions (Module: text)
|
|
//------------------------------------------------------------------------------------
|
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SpriteFont GetDefaultFont(void); // 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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|
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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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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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const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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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 DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
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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, int rings, int slices, 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, Color color); // Draw a plane XZ
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void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
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void DrawRay(Ray ray, Color color); // Draw a ray line
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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); // Draw simple gizmo
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//DrawTorus(), DrawTeapot() are useless...
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|
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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 LoadModelEx(VertexData data); // Load a 3d model (from vertex data)
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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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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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|
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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|
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
|
|
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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// NOTE: Return the normal vector of the impacted surface
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|
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//------------------------------------------------------------------------------------
|
|
// Shaders System Functions (Module: rlgl)
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
//------------------------------------------------------------------------------------
|
|
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
|
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
|
|
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
|
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
|
|
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
|
|
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
|
|
|
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
|
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
|
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
|
|
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
|
|
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
|
|
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
|
|
|
|
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Lighting System Functions (engine-module: lighting)
|
|
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
|
|
//----------------------------------------------------------------------------------
|
|
// Lights functions
|
|
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
|
|
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
|
|
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
|
|
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
|
|
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
|
|
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
|
|
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
|
|
|
|
// Materials functions
|
|
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
|
|
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
|
|
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
|
|
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
|
|
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Physics System Functions (engine-module: physics)
|
|
//----------------------------------------------------------------------------------
|
|
void InitPhysics(void); // Initialize all internal physics values
|
|
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
|
|
|
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
|
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
|
|
|
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
|
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
|
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
|
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
|
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
|
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
|
|
|
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
|
|
|
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
|
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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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(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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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 SoundIsPlaying(Sound sound); // Check if a sound is currently playing
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void PlayMusicStream(char *fileName); // Start music playing (open stream)
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void UpdateMusicStream(void); // Updates buffers for music streaming
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void StopMusicStream(void); // Stop music playing (close stream)
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void PauseMusicStream(void); // Pause music playing
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void ResumeMusicStream(void); // Resume playing paused music
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bool MusicIsPlaying(void); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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float GetMusicTimeLength(void); // Get current music time length (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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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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