6985953e3d
Note that only some lib versions have been updated
1169 lines
71 KiB
C
1169 lines
71 KiB
C
/**********************************************************************************************
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*
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* raylib v1.9.6-dev
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*
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
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* - Multiple platforms support: Windows, Linux, FreeBSD, MacOS, UWP, Android, Raspberry Pi, HTML5.
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* - VR stereo rendering with configurable HMD device parameters
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* - NO external dependencies, all required libraries included with raylib
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* - Complete bindings to LUA (raylib-lua) and Go (raylib-go)
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*
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* NOTES:
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* One custom font is loaded by default when InitWindow() [core]
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* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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*
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* DEPENDENCIES (included):
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* rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core]
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* glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio]
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*
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* OPTIONAL DEPENDENCIES (included):
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* stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures]
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* stb_image_resize (Sean Barret) for image resizing algorythms [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for OGG audio loading [audio]
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* stb_perlin (Sean Barret) for Perlin noise image generation [textures]
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* par_shapes (Philip Rideout) for parametric 3d shapes generation [models]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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* dr_flac (David Reid) for FLAC audio file loading [audio]
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* rgif (Charlie Tangora, Ramon Santamaria) for GIF recording [core]
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* tinfl for data decompression (DEFLATE algorithm) [rres]
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*
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*
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* LICENSE: zlib/libpng
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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) 2013-2018 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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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#else
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
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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 3.14159265358979323846f
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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_SHOW_LOGO 1 // Set to show raylib logo at startup
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#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
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#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
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#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
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#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
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#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
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#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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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_TAB 258
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#define KEY_BACKSPACE 259
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#define KEY_INSERT 260
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#define KEY_DELETE 261
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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_PAGE_UP 266
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#define KEY_PAGE_DOWN 267
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#define KEY_HOME 268
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#define KEY_END 269
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#define KEY_CAPS_LOCK 280
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#define KEY_SCROLL_LOCK 281
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#define KEY_NUM_LOCK 282
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#define KEY_PRINT_SCREEN 283
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#define KEY_PAUSE 284
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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_F11 300
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#define KEY_F12 301
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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 Alpha 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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// Android Physical Buttons
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#define KEY_BACK 4
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#define KEY_MENU 82
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#define KEY_VOLUME_UP 24
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#define KEY_VOLUME_DOWN 25
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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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// Touch points registered
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#define MAX_TOUCH_POINTS 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/Axis
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// PS3 USB Controller Buttons
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#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
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#define GAMEPAD_PS3_BUTTON_CIRCLE 1
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#define GAMEPAD_PS3_BUTTON_CROSS 2
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#define GAMEPAD_PS3_BUTTON_SQUARE 3
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#define GAMEPAD_PS3_BUTTON_L1 6
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#define GAMEPAD_PS3_BUTTON_R1 7
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#define GAMEPAD_PS3_BUTTON_L2 4
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#define GAMEPAD_PS3_BUTTON_R2 5
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#define GAMEPAD_PS3_BUTTON_START 8
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#define GAMEPAD_PS3_BUTTON_SELECT 9
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#define GAMEPAD_PS3_BUTTON_UP 24
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#define GAMEPAD_PS3_BUTTON_RIGHT 25
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#define GAMEPAD_PS3_BUTTON_DOWN 26
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#define GAMEPAD_PS3_BUTTON_LEFT 27
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#define GAMEPAD_PS3_BUTTON_PS 12
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// PS3 USB Controller Axis
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#define GAMEPAD_PS3_AXIS_LEFT_X 0
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#define GAMEPAD_PS3_AXIS_LEFT_Y 1
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#define GAMEPAD_PS3_AXIS_RIGHT_X 2
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#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
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#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
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#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
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// Xbox360 USB Controller Buttons
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#define GAMEPAD_XBOX_BUTTON_A 0
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#define GAMEPAD_XBOX_BUTTON_B 1
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#define GAMEPAD_XBOX_BUTTON_X 2
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#define GAMEPAD_XBOX_BUTTON_Y 3
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#define GAMEPAD_XBOX_BUTTON_LB 4
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#define GAMEPAD_XBOX_BUTTON_RB 5
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#define GAMEPAD_XBOX_BUTTON_SELECT 6
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#define GAMEPAD_XBOX_BUTTON_START 7
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_HOME 8
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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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#if defined(PLATFORM_RPI)
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#else
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#endif
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#ifdef __cplusplus
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#define CLITERAL
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#else
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#define CLITERAL (Color)
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#endif
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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 CLITERAL{ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL{ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
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#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#ifndef bool
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typedef enum { false, true } bool;
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#endif
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#endif
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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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// Vector4 type
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typedef struct Vector4 {
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float x;
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float y;
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float z;
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float w;
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} Vector4;
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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 (PixelFormat type)
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} Image;
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// Texture2D type
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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 (PixelFormat type)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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Rectangle rec; // Character rectangle in sprite font
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int offsetX; // Character offset X when drawing
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int offsetY; // Character offset Y when drawing
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int advanceX; // Character advance position X
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} CharInfo;
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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 baseSize; // Base size (default chars height)
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int charsCount; // Number of characters
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CharInfo *chars; // Characters info data
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} SpriteFont;
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// Camera projection modes
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typedef enum {
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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} CameraType;
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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; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
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} Camera;
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
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|
|
|
unsigned int vaoId; // OpenGL Vertex Array Object id
|
|
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
|
} Mesh;
|
|
|
|
// Shader type (generic)
|
|
typedef struct Shader {
|
|
unsigned int id; // Shader program id
|
|
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
|
|
} Shader;
|
|
|
|
// Material texture map
|
|
typedef struct MaterialMap {
|
|
Texture2D texture; // Material map texture
|
|
Color color; // Material map color
|
|
float value; // Material map value
|
|
} MaterialMap;
|
|
|
|
// Material type (generic)
|
|
typedef struct Material {
|
|
Shader shader; // Material shader
|
|
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
|
float *params; // Material generic parameters (if required)
|
|
} Material;
|
|
|
|
// Model type
|
|
typedef struct Model {
|
|
Mesh mesh; // Vertex data buffers (RAM and VRAM)
|
|
Matrix transform; // Local transform matrix
|
|
Material material; // Shader and textures data
|
|
} Model;
|
|
|
|
// Ray type (useful for raycast)
|
|
typedef struct Ray {
|
|
Vector3 position; // Ray position (origin)
|
|
Vector3 direction; // Ray direction
|
|
} Ray;
|
|
|
|
// Raycast hit information
|
|
typedef struct RayHitInfo {
|
|
bool hit; // Did the ray hit something?
|
|
float distance; // Distance to nearest hit
|
|
Vector3 position; // Position of nearest hit
|
|
Vector3 normal; // Surface normal of hit
|
|
} RayHitInfo;
|
|
|
|
// Wave type, defines audio wave data
|
|
typedef struct Wave {
|
|
unsigned int sampleCount; // Number of samples
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
|
void *data; // Buffer data pointer
|
|
} Wave;
|
|
|
|
// Sound source type
|
|
typedef struct Sound {
|
|
void *audioBuffer; // Pointer to internal data used by the audio system
|
|
|
|
unsigned int source; // Audio source id
|
|
unsigned int buffer; // Audio buffer id
|
|
int format; // Audio format specifier
|
|
} Sound;
|
|
|
|
// Music type (file streaming from memory)
|
|
// NOTE: Anything longer than ~10 seconds should be streamed
|
|
typedef struct MusicData *Music;
|
|
|
|
// Audio stream type
|
|
// NOTE: Useful to create custom audio streams not bound to a specific file
|
|
typedef struct AudioStream {
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
|
|
|
void *audioBuffer; // Pointer to internal data used by the audio system.
|
|
|
|
int format; // Audio format specifier
|
|
unsigned int source; // Audio source id
|
|
unsigned int buffers[2]; // Audio buffers (double buffering)
|
|
} AudioStream;
|
|
|
|
// Head-Mounted-Display device parameters
|
|
typedef struct VrDeviceInfo {
|
|
int hResolution; // HMD horizontal resolution in pixels
|
|
int vResolution; // HMD vertical resolution in pixels
|
|
float hScreenSize; // HMD horizontal size in meters
|
|
float vScreenSize; // HMD vertical size in meters
|
|
float vScreenCenter; // HMD screen center in meters
|
|
float eyeToScreenDistance; // HMD distance between eye and display in meters
|
|
float lensSeparationDistance; // HMD lens separation distance in meters
|
|
float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
|
|
float lensDistortionValues[4]; // HMD lens distortion constant parameters
|
|
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
|
|
} VrDeviceInfo;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Enumerators Definition
|
|
//----------------------------------------------------------------------------------
|
|
// Trace log type
|
|
typedef enum {
|
|
LOG_INFO = 1,
|
|
LOG_WARNING = 2,
|
|
LOG_ERROR = 4,
|
|
LOG_DEBUG = 8,
|
|
LOG_OTHER = 16
|
|
} LogType;
|
|
|
|
// Shader location point type
|
|
typedef enum {
|
|
LOC_VERTEX_POSITION = 0,
|
|
LOC_VERTEX_TEXCOORD01,
|
|
LOC_VERTEX_TEXCOORD02,
|
|
LOC_VERTEX_NORMAL,
|
|
LOC_VERTEX_TANGENT,
|
|
LOC_VERTEX_COLOR,
|
|
LOC_MATRIX_MVP,
|
|
LOC_MATRIX_MODEL,
|
|
LOC_MATRIX_VIEW,
|
|
LOC_MATRIX_PROJECTION,
|
|
LOC_VECTOR_VIEW,
|
|
LOC_COLOR_DIFFUSE,
|
|
LOC_COLOR_SPECULAR,
|
|
LOC_COLOR_AMBIENT,
|
|
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
|
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
|
LOC_MAP_NORMAL,
|
|
LOC_MAP_ROUGHNESS,
|
|
LOC_MAP_OCCLUSION,
|
|
LOC_MAP_EMISSION,
|
|
LOC_MAP_HEIGHT,
|
|
LOC_MAP_CUBEMAP,
|
|
LOC_MAP_IRRADIANCE,
|
|
LOC_MAP_PREFILTER,
|
|
LOC_MAP_BRDF
|
|
} ShaderLocationIndex;
|
|
|
|
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
|
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
|
|
|
// Material map type
|
|
typedef enum {
|
|
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
|
MAP_METALNESS = 1, // MAP_SPECULAR
|
|
MAP_NORMAL = 2,
|
|
MAP_ROUGHNESS = 3,
|
|
MAP_OCCLUSION,
|
|
MAP_EMISSION,
|
|
MAP_HEIGHT,
|
|
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_BRDF
|
|
} TexmapIndex;
|
|
|
|
#define MAP_DIFFUSE MAP_ALBEDO
|
|
#define MAP_SPECULAR MAP_METALNESS
|
|
|
|
// Pixel formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum {
|
|
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
COMPRESSED_ETC1_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
COMPRESSED_PVRT_RGB, // 4 bpp
|
|
COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} PixelFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum {
|
|
FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
FILTER_BILINEAR, // Linear filtering
|
|
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilterMode;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum {
|
|
WRAP_REPEAT = 0,
|
|
WRAP_CLAMP,
|
|
WRAP_MIRROR
|
|
} TextureWrapMode;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0,
|
|
BLEND_ADDITIVE,
|
|
BLEND_MULTIPLIED
|
|
} BlendMode;
|
|
|
|
// Gestures type
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum {
|
|
GESTURE_NONE = 0,
|
|
GESTURE_TAP = 1,
|
|
GESTURE_DOUBLETAP = 2,
|
|
GESTURE_HOLD = 4,
|
|
GESTURE_DRAG = 8,
|
|
GESTURE_SWIPE_RIGHT = 16,
|
|
GESTURE_SWIPE_LEFT = 32,
|
|
GESTURE_SWIPE_UP = 64,
|
|
GESTURE_SWIPE_DOWN = 128,
|
|
GESTURE_PINCH_IN = 256,
|
|
GESTURE_PINCH_OUT = 512
|
|
} Gestures;
|
|
|
|
// Camera system modes
|
|
typedef enum {
|
|
CAMERA_CUSTOM = 0,
|
|
CAMERA_FREE,
|
|
CAMERA_ORBITAL,
|
|
CAMERA_FIRST_PERSON,
|
|
CAMERA_THIRD_PERSON
|
|
} CameraMode;
|
|
|
|
// Head Mounted Display devices
|
|
typedef enum {
|
|
HMD_DEFAULT_DEVICE = 0,
|
|
HMD_OCULUS_RIFT_DK2,
|
|
HMD_OCULUS_RIFT_CV1,
|
|
HMD_OCULUS_GO,
|
|
HMD_VALVE_HTC_VIVE,
|
|
HMD_SONY_PSVR
|
|
} VrDeviceType;
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Window-related functions
|
|
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
|
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
|
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
|
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
|
|
// Cursor-related functions
|
|
RLAPI void ShowCursor(void); // Shows cursor
|
|
RLAPI void HideCursor(void); // Hides cursor
|
|
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
|
|
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
|
|
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
|
|
|
|
// Drawing-related functions
|
|
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
|
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
|
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
|
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
|
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
|
|
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
|
|
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
|
|
// Screen-space-related functions
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
// Timming-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI int GetFPS(void); // Returns current FPS
|
|
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
|
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
|
|
|
|
// Color-related functions
|
|
RLAPI float *ColorToFloat(Color color); // Returns normalized float array for a Color
|
|
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
|
|
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
|
|
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
|
|
// Misc. functions
|
|
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
|
|
RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
|
|
RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
|
|
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
|
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
|
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
|
|
// Files management functions
|
|
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
|
RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
|
|
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
|
|
RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
|
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
|
|
|
// Persistent storage management
|
|
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
|
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
|
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
|
|
// Input-related functions: mouse
|
|
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Returns mouse position X
|
|
RLAPI int GetMouseY(void); // Returns mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
|
RLAPI void SetMouseScale(float scale); // Set mouse scaling
|
|
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
|
|
// Input-related functions: touch
|
|
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
|
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
|
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: gestures)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
|
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
|
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
|
RLAPI int GetTouchPointsCount(void); // Get touch points count
|
|
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
|
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
|
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
|
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
|
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Camera System Functions (Module: camera)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
|
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
|
|
|
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
|
RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
|
int rightKey, int leftKey,
|
|
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic Shapes Drawing Functions (Module: shapes)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Basic shapes drawing functions
|
|
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
|
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
|
|
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
|
|
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
|
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
|
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
|
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
|
|
|
// Basic shapes collision detection functions
|
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Texture Loading and Drawing Functions (Module: textures)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Image/Texture2D data loading/unloading/saving functions
|
|
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
|
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
|
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
|
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
|
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
|
RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
|
|
|
|
// Image manipulation functions
|
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
|
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
|
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
|
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
|
|
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
|
|
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
|
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
|
RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
|
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
|
|
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
|
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
|
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
|
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
|
|
float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
|
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
|
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
|
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
|
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
|
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
|
|
// Image generation functions
|
|
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
|
|
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
|
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
|
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
|
|
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
|
|
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
|
|
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
|
|
|
// Texture2D configuration functions
|
|
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
|
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
|
|
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
|
|
|
|
// Texture2D drawing functions
|
|
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
float rotation, Color tint);
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Font Loading and Text Drawing Functions (Module: text)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// SpriteFont loading/unloading functions
|
|
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
|
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
|
|
RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
|
|
RLAPI void UnloadSpriteFont(SpriteFont font); // Unload SpriteFont from GPU memory (VRAM)
|
|
|
|
// Text drawing functions
|
|
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
|
|
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
RLAPI void DrawTextEx(SpriteFont font, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
|
float fontSize, int spacing, Color tint);
|
|
|
|
// Text misc. functions
|
|
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
RLAPI Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
|
|
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
|
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
|
RLAPI int GetGlyphIndex(SpriteFont font, int character); // Returns index position for a unicode character on sprite font
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Basic geometric 3D shapes drawing functions
|
|
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
|
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
|
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
|
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
|
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
|
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
|
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
|
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
|
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
|
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
|
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
|
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
|
|
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
|
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
|
//DrawTorus(), DrawTeapot() could be useful?
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Model 3d Loading and Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Model loading/unloading functions
|
|
RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
|
|
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
|
|
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
|
|
|
|
// Mesh loading/unloading functions
|
|
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
|
|
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
|
|
|
// Mesh manipulation functions
|
|
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
|
|
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
|
|
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
|
|
|
|
// Mesh generation functions
|
|
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
|
|
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
|
|
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
|
|
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
|
|
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
|
|
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
|
|
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
|
|
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
|
|
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
|
|
|
|
// Material loading/unloading functions
|
|
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
|
|
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
|
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
|
|
|
// Model drawing functions
|
|
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
|
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
|
|
float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
|
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
|
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
|
|
float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
|
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
|
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
|
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
|
|
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
|
|
|
// Collision detection functions
|
|
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
|
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
|
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
|
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
|
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
|
|
Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
|
|
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
|
RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
|
|
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
|
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Shaders System Functions (Module: rlgl)
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Shader loading/unloading functions
|
|
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
|
|
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
|
RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
|
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
RLAPI Shader GetShaderDefault(void); // Get default shader
|
|
RLAPI Texture2D GetTextureDefault(void); // Get default texture
|
|
|
|
// Shader configuration functions
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
|
|
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
|
|
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
|
|
|
|
// Texture maps generation (PBR)
|
|
// NOTE: Required shaders should be provided
|
|
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
|
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
|
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
|
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
|
|
|
|
// Shading begin/end functions
|
|
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
|
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
|
|
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
|
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
|
|
// VR control functions
|
|
RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
|
|
RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
|
|
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
|
|
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
|
|
RLAPI void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering
|
|
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
|
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
|
|
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
|
|
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Audio Loading and Playing Functions (Module: audio)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Audio device management functions
|
|
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
|
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
|
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
|
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
|
|
|
// Wave/Sound loading/unloading functions
|
|
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
|
RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
|
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
|
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
|
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
|
|
|
// Wave/Sound management functions
|
|
RLAPI void PlaySound(Sound sound); // Play a sound
|
|
RLAPI void PauseSound(Sound sound); // Pause a sound
|
|
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
|
RLAPI void StopSound(Sound sound); // Stop playing a sound
|
|
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
|
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
|
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
|
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
|
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
|
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
|
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
|
|
|
// Music management functions
|
|
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
|
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
|
RLAPI void PlayMusicStream(Music music); // Start music playing
|
|
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
|
RLAPI void StopMusicStream(Music music); // Stop music playing
|
|
RLAPI void PauseMusicStream(Music music); // Pause music playing
|
|
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
|
|
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
|
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
|
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
|
RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
|
|
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
|
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
|
|
|
// AudioStream management functions
|
|
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
|
|
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
|
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
|
|
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
|
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
|
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
|
|
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
|
|
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
|
RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
|
|
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
|
|
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
|
|
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif // RAYLIB_H
|