99e86d180b
* Const corectness for LoadShaderCode * Added const for standalone variant as well.
1421 lines
87 KiB
C
1421 lines
87 KiB
C
/**********************************************************************************************
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*
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* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
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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 (XNA SpriteFonts, BMFonts, 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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* - Skeletal Animation support (CPU bones-based animation)
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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, MP3, FLAC, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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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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* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
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* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
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* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
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* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
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* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
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* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
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* [text] stb_truetype (Sean Barret) for ttf fonts loading
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* [text] stb_rect_pack (Sean Barret) for rectangles packing
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* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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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) 2013-2019 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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#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
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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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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n,sz) calloc(n,sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(p) free(p)
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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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#if defined(__cplusplus)
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#define CLITERAL(type) type
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#else
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#define CLITERAL(type) (type)
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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(Color){ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
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#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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// Temporal hack to avoid breaking old codebases using
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// deprecated raylib implementation of these functions
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#define FormatText TextFormat
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#define SubText TextSubtext
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#define ShowWindow UnhideWindow
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool)
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typedef enum { false, true } bool;
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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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// Quaternion type, same as Vector4
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typedef Vector4 Quaternion;
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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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float x;
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float y;
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float width;
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float 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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// Texture type, same as Texture2D
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typedef Texture2D Texture;
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// TextureCubemap type, actually, same as Texture2D
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typedef Texture2D TextureCubemap;
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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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bool depthTexture; // Track if depth attachment is a texture or renderbuffer
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} RenderTexture2D;
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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// N-Patch layout info
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typedef struct NPatchInfo {
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Rectangle sourceRec; // Region in the texture
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int left; // left border offset
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int top; // top border offset
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int right; // right border offset
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int bottom; // bottom border offset
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int type; // layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// Font character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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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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Image image; // Character image data
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} CharInfo;
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// Font type, includes texture and charSet array data
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typedef struct Font {
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int baseSize; // Base size (default chars height)
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int charsCount; // Number of characters
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Texture2D texture; // Characters texture atlas
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Rectangle *recs; // Characters rectangles in texture
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CharInfo *chars; // Characters info data
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} Font;
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#define SpriteFont Font // SpriteFont type fallback, defaults to Font
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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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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int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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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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// 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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// Default vertex data
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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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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
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} Shader;
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float *params; // Material generic parameters (if required)
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} Material;
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// Transformation properties
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typedef struct Transform {
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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} Transform;
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// Bone information
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typedef struct BoneInfo {
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char name[32]; // Bone name
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int parent; // Bone parent
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} BoneInfo;
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// Model type
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typedef struct Model {
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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Mesh *meshes; // Meshes array
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int materialCount; // Number of materials
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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} Model;
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// Model animation
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typedef struct ModelAnimation {
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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int frameCount; // Number of animation frames
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Transform **framePoses; // Poses array by frame
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} ModelAnimation;
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// Ray type (useful for raycast)
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// Raycast hit information
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typedef struct RayHitInfo {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayHitInfo;
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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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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Total number of samples
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *data; // Buffer data pointer
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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} AudioStream;
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// Sound source type
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typedef struct Sound {
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unsigned int sampleCount; // Total number of samples
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AudioStream stream; // Audio stream
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} Sound;
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// Music stream type (audio file streaming from memory)
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct Music {
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int ctxType; // Type of music context (audio filetype)
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void *ctxData; // Audio context data, depends on type
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unsigned int sampleCount; // Total number of samples
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unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
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AudioStream stream; // Audio stream
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} Music;
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// Head-Mounted-Display device parameters
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|
typedef struct VrDeviceInfo {
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int hResolution; // HMD horizontal resolution in pixels
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int vResolution; // HMD vertical resolution in pixels
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|
float hScreenSize; // HMD horizontal size in meters
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float vScreenSize; // HMD vertical size in meters
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float vScreenCenter; // HMD screen center in meters
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float eyeToScreenDistance; // HMD distance between eye and display in meters
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float lensSeparationDistance; // HMD lens separation distance in meters
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float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
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float lensDistortionValues[4]; // HMD lens distortion constant parameters
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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} VrDeviceInfo;
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//----------------------------------------------------------------------------------
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// Enumerators Definition
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|
//----------------------------------------------------------------------------------
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|
// System config flags
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|
// NOTE: Used for bit masks
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|
typedef enum {
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FLAG_RESERVED = 1, // Reserved
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|
FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
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|
FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
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|
FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
|
|
FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
|
|
FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
|
|
FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
|
|
FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
|
|
FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
|
|
} ConfigFlag;
|
|
|
|
// Trace log type
|
|
typedef enum {
|
|
LOG_ALL = 0, // Display all logs
|
|
LOG_TRACE,
|
|
LOG_DEBUG,
|
|
LOG_INFO,
|
|
LOG_WARNING,
|
|
LOG_ERROR,
|
|
LOG_FATAL,
|
|
LOG_NONE // Disable logging
|
|
} TraceLogType;
|
|
|
|
// Keyboard keys
|
|
typedef enum {
|
|
// Alphanumeric keys
|
|
KEY_APOSTROPHE = 39,
|
|
KEY_COMMA = 44,
|
|
KEY_MINUS = 45,
|
|
KEY_PERIOD = 46,
|
|
KEY_SLASH = 47,
|
|
KEY_ZERO = 48,
|
|
KEY_ONE = 49,
|
|
KEY_TWO = 50,
|
|
KEY_THREE = 51,
|
|
KEY_FOUR = 52,
|
|
KEY_FIVE = 53,
|
|
KEY_SIX = 54,
|
|
KEY_SEVEN = 55,
|
|
KEY_EIGHT = 56,
|
|
KEY_NINE = 57,
|
|
KEY_SEMICOLON = 59,
|
|
KEY_EQUAL = 61,
|
|
KEY_A = 65,
|
|
KEY_B = 66,
|
|
KEY_C = 67,
|
|
KEY_D = 68,
|
|
KEY_E = 69,
|
|
KEY_F = 70,
|
|
KEY_G = 71,
|
|
KEY_H = 72,
|
|
KEY_I = 73,
|
|
KEY_J = 74,
|
|
KEY_K = 75,
|
|
KEY_L = 76,
|
|
KEY_M = 77,
|
|
KEY_N = 78,
|
|
KEY_O = 79,
|
|
KEY_P = 80,
|
|
KEY_Q = 81,
|
|
KEY_R = 82,
|
|
KEY_S = 83,
|
|
KEY_T = 84,
|
|
KEY_U = 85,
|
|
KEY_V = 86,
|
|
KEY_W = 87,
|
|
KEY_X = 88,
|
|
KEY_Y = 89,
|
|
KEY_Z = 90,
|
|
|
|
// Function keys
|
|
KEY_SPACE = 32,
|
|
KEY_ESCAPE = 256,
|
|
KEY_ENTER = 257,
|
|
KEY_TAB = 258,
|
|
KEY_BACKSPACE = 259,
|
|
KEY_INSERT = 260,
|
|
KEY_DELETE = 261,
|
|
KEY_RIGHT = 262,
|
|
KEY_LEFT = 263,
|
|
KEY_DOWN = 264,
|
|
KEY_UP = 265,
|
|
KEY_PAGE_UP = 266,
|
|
KEY_PAGE_DOWN = 267,
|
|
KEY_HOME = 268,
|
|
KEY_END = 269,
|
|
KEY_CAPS_LOCK = 280,
|
|
KEY_SCROLL_LOCK = 281,
|
|
KEY_NUM_LOCK = 282,
|
|
KEY_PRINT_SCREEN = 283,
|
|
KEY_PAUSE = 284,
|
|
KEY_F1 = 290,
|
|
KEY_F2 = 291,
|
|
KEY_F3 = 292,
|
|
KEY_F4 = 293,
|
|
KEY_F5 = 294,
|
|
KEY_F6 = 295,
|
|
KEY_F7 = 296,
|
|
KEY_F8 = 297,
|
|
KEY_F9 = 298,
|
|
KEY_F10 = 299,
|
|
KEY_F11 = 300,
|
|
KEY_F12 = 301,
|
|
KEY_LEFT_SHIFT = 340,
|
|
KEY_LEFT_CONTROL = 341,
|
|
KEY_LEFT_ALT = 342,
|
|
KEY_LEFT_SUPER = 343,
|
|
KEY_RIGHT_SHIFT = 344,
|
|
KEY_RIGHT_CONTROL = 345,
|
|
KEY_RIGHT_ALT = 346,
|
|
KEY_RIGHT_SUPER = 347,
|
|
KEY_KB_MENU = 348,
|
|
KEY_LEFT_BRACKET = 91,
|
|
KEY_BACKSLASH = 92,
|
|
KEY_RIGHT_BRACKET = 93,
|
|
KEY_GRAVE = 96,
|
|
|
|
// Keypad keys
|
|
KEY_KP_0 = 320,
|
|
KEY_KP_1 = 321,
|
|
KEY_KP_2 = 322,
|
|
KEY_KP_3 = 323,
|
|
KEY_KP_4 = 324,
|
|
KEY_KP_5 = 325,
|
|
KEY_KP_6 = 326,
|
|
KEY_KP_7 = 327,
|
|
KEY_KP_8 = 328,
|
|
KEY_KP_9 = 329,
|
|
KEY_KP_DECIMAL = 330,
|
|
KEY_KP_DIVIDE = 331,
|
|
KEY_KP_MULTIPLY = 332,
|
|
KEY_KP_SUBTRACT = 333,
|
|
KEY_KP_ADD = 334,
|
|
KEY_KP_ENTER = 335,
|
|
KEY_KP_EQUAL = 336
|
|
} KeyboardKey;
|
|
|
|
// Android buttons
|
|
typedef enum {
|
|
KEY_BACK = 4,
|
|
KEY_MENU = 82,
|
|
KEY_VOLUME_UP = 24,
|
|
KEY_VOLUME_DOWN = 25
|
|
} AndroidButton;
|
|
|
|
// Mouse buttons
|
|
typedef enum {
|
|
MOUSE_LEFT_BUTTON = 0,
|
|
MOUSE_RIGHT_BUTTON = 1,
|
|
MOUSE_MIDDLE_BUTTON = 2
|
|
} MouseButton;
|
|
|
|
// Gamepad number
|
|
typedef enum {
|
|
GAMEPAD_PLAYER1 = 0,
|
|
GAMEPAD_PLAYER2 = 1,
|
|
GAMEPAD_PLAYER3 = 2,
|
|
GAMEPAD_PLAYER4 = 3
|
|
} GamepadNumber;
|
|
|
|
// Gamepad Buttons
|
|
typedef enum {
|
|
// This is here just for error checking
|
|
GAMEPAD_BUTTON_UNKNOWN = 0,
|
|
|
|
// This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
|
|
// No support for 6 button controllers though..
|
|
GAMEPAD_BUTTON_LEFT_FACE_UP,
|
|
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
|
|
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
|
|
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
|
|
|
|
// This is normally a DPAD
|
|
GAMEPAD_BUTTON_RIGHT_FACE_UP,
|
|
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
|
|
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
|
|
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
|
|
|
|
// Triggers
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_1,
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
|
|
|
|
// These are buttons in the center of the gamepad
|
|
GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
|
|
GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
|
|
GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
|
|
|
|
// These are the joystick press in buttons
|
|
GAMEPAD_BUTTON_LEFT_THUMB,
|
|
GAMEPAD_BUTTON_RIGHT_THUMB
|
|
} GamepadButton;
|
|
|
|
typedef enum {
|
|
// This is here just for error checking
|
|
GAMEPAD_AXIS_UNKNOWN = 0,
|
|
|
|
// Left stick
|
|
GAMEPAD_AXIS_LEFT_X,
|
|
GAMEPAD_AXIS_LEFT_Y,
|
|
|
|
// Right stick
|
|
GAMEPAD_AXIS_RIGHT_X,
|
|
GAMEPAD_AXIS_RIGHT_Y,
|
|
|
|
// Pressure levels for the back triggers
|
|
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
|
|
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
|
|
} GamepadAxis;
|
|
|
|
// Shader location point type
|
|
typedef enum {
|
|
LOC_VERTEX_POSITION = 0,
|
|
LOC_VERTEX_TEXCOORD01,
|
|
LOC_VERTEX_TEXCOORD02,
|
|
LOC_VERTEX_NORMAL,
|
|
LOC_VERTEX_TANGENT,
|
|
LOC_VERTEX_COLOR,
|
|
LOC_MATRIX_MVP,
|
|
LOC_MATRIX_MODEL,
|
|
LOC_MATRIX_VIEW,
|
|
LOC_MATRIX_PROJECTION,
|
|
LOC_VECTOR_VIEW,
|
|
LOC_COLOR_DIFFUSE,
|
|
LOC_COLOR_SPECULAR,
|
|
LOC_COLOR_AMBIENT,
|
|
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
|
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
|
LOC_MAP_NORMAL,
|
|
LOC_MAP_ROUGHNESS,
|
|
LOC_MAP_OCCLUSION,
|
|
LOC_MAP_EMISSION,
|
|
LOC_MAP_HEIGHT,
|
|
LOC_MAP_CUBEMAP,
|
|
LOC_MAP_IRRADIANCE,
|
|
LOC_MAP_PREFILTER,
|
|
LOC_MAP_BRDF
|
|
} ShaderLocationIndex;
|
|
|
|
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
|
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
|
|
|
// Shader uniform data types
|
|
typedef enum {
|
|
UNIFORM_FLOAT = 0,
|
|
UNIFORM_VEC2,
|
|
UNIFORM_VEC3,
|
|
UNIFORM_VEC4,
|
|
UNIFORM_INT,
|
|
UNIFORM_IVEC2,
|
|
UNIFORM_IVEC3,
|
|
UNIFORM_IVEC4,
|
|
UNIFORM_SAMPLER2D
|
|
} ShaderUniformDataType;
|
|
|
|
// Material map type
|
|
typedef enum {
|
|
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
|
MAP_METALNESS = 1, // MAP_SPECULAR
|
|
MAP_NORMAL = 2,
|
|
MAP_ROUGHNESS = 3,
|
|
MAP_OCCLUSION,
|
|
MAP_EMISSION,
|
|
MAP_HEIGHT,
|
|
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_BRDF
|
|
} MaterialMapType;
|
|
|
|
#define MAP_DIFFUSE MAP_ALBEDO
|
|
#define MAP_SPECULAR MAP_METALNESS
|
|
|
|
// Pixel formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum {
|
|
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
COMPRESSED_ETC1_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
COMPRESSED_PVRT_RGB, // 4 bpp
|
|
COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} PixelFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum {
|
|
FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
FILTER_BILINEAR, // Linear filtering
|
|
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilterMode;
|
|
|
|
// Cubemap layout type
|
|
typedef enum {
|
|
CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
|
|
CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
|
CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
|
|
CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
|
CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
|
|
CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
|
|
} CubemapLayoutType;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum {
|
|
WRAP_REPEAT = 0, // Repeats texture in tiled mode
|
|
WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
|
|
WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
|
|
WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
|
|
} TextureWrapMode;
|
|
|
|
// Font type, defines generation method
|
|
typedef enum {
|
|
FONT_DEFAULT = 0, // Default font generation, anti-aliased
|
|
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
|
|
FONT_SDF // SDF font generation, requires external shader
|
|
} FontType;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE, // Blend textures adding colors
|
|
BLEND_MULTIPLIED // Blend textures multiplying colors
|
|
} BlendMode;
|
|
|
|
// Gestures type
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum {
|
|
GESTURE_NONE = 0,
|
|
GESTURE_TAP = 1,
|
|
GESTURE_DOUBLETAP = 2,
|
|
GESTURE_HOLD = 4,
|
|
GESTURE_DRAG = 8,
|
|
GESTURE_SWIPE_RIGHT = 16,
|
|
GESTURE_SWIPE_LEFT = 32,
|
|
GESTURE_SWIPE_UP = 64,
|
|
GESTURE_SWIPE_DOWN = 128,
|
|
GESTURE_PINCH_IN = 256,
|
|
GESTURE_PINCH_OUT = 512
|
|
} GestureType;
|
|
|
|
// Camera system modes
|
|
typedef enum {
|
|
CAMERA_CUSTOM = 0,
|
|
CAMERA_FREE,
|
|
CAMERA_ORBITAL,
|
|
CAMERA_FIRST_PERSON,
|
|
CAMERA_THIRD_PERSON
|
|
} CameraMode;
|
|
|
|
// Camera projection modes
|
|
typedef enum {
|
|
CAMERA_PERSPECTIVE = 0,
|
|
CAMERA_ORTHOGRAPHIC
|
|
} CameraType;
|
|
|
|
// Type of n-patch
|
|
typedef enum {
|
|
NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
|
|
NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
|
|
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
|
|
} NPatchType;
|
|
|
|
// Callbacks to be implemented by users
|
|
typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
|
|
|
|
#if defined(__cplusplus)
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Window-related functions
|
|
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
|
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
|
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
|
RLAPI bool IsWindowResized(void); // Check if window has been resized
|
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
|
|
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
RLAPI void UnhideWindow(void); // Show the window
|
|
RLAPI void HideWindow(void); // Hide the window
|
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
|
RLAPI void *GetWindowHandle(void); // Get native window handle
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
|
RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
|
|
RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
|
|
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
|
|
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
|
|
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
|
|
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
|
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
|
|
|
// Cursor-related functions
|
|
RLAPI void ShowCursor(void); // Shows cursor
|
|
RLAPI void HideCursor(void); // Hides cursor
|
|
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
|
|
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
|
|
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
|
|
|
|
// Drawing-related functions
|
|
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
|
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
|
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
|
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
|
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
|
|
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
|
|
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
RLAPI void EndScissorMode(void); // End scissor mode
|
|
|
|
// Screen-space-related functions
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
|
|
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
|
|
|
|
// Timing-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI int GetFPS(void); // Returns current FPS
|
|
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
|
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
|
|
|
|
// Color-related functions
|
|
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
|
|
RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
|
|
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
|
|
RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
|
|
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
|
|
// Misc. functions
|
|
RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
|
|
RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
|
|
RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
|
|
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
|
|
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
|
|
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
|
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
|
|
// Files management functions
|
|
RLAPI bool FileExists(const char *fileName); // Check if file exists
|
|
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
|
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
|
|
RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
|
|
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
|
|
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
|
|
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
|
|
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
|
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
|
RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
|
|
RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
|
|
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
|
|
|
|
RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
|
|
RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
|
|
|
|
// Persistent storage management
|
|
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
|
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
|
|
|
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
|
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
|
|
// Input-related functions: mouse
|
|
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Returns mouse position X
|
|
RLAPI int GetMouseY(void); // Returns mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
|
|
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
|
|
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
|
|
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
|
|
// Input-related functions: touch
|
|
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
|
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
|
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: gestures)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
|
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
|
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
|
RLAPI int GetTouchPointsCount(void); // Get touch points count
|
|
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
|
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
|
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
|
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
|
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Camera System Functions (Module: camera)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
|
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
|
|
|
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
|
RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic Shapes Drawing Functions (Module: shapes)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Basic shapes drawing functions
|
|
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
|
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
|
|
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
|
|
RLAPI void DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence
|
|
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
|
|
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
|
|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
|
|
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
|
|
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
|
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
|
|
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
|
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
|
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
|
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
|
|
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
|
|
|
|
// Basic shapes collision detection functions
|
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Texture Loading and Drawing Functions (Module: textures)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Image/Texture2D data loading/unloading/saving functions
|
|
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
|
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
|
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
|
|
RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
|
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
|
RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
|
|
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
|
|
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
|
RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
|
|
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
|
|
|
// Image manipulation functions
|
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
|
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
|
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
|
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
|
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
|
|
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
|
|
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
|
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
|
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
|
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
|
|
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
|
|
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
|
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
|
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
|
RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
|
|
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
|
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
|
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
|
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
|
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
|
|
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
|
|
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
|
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
|
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
|
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
|
|
|
|
// Image generation functions
|
|
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
|
|
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
|
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
|
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
|
|
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
|
|
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
|
|
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
|
|
|
// Texture2D configuration functions
|
|
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
|
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
|
|
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
|
|
|
|
// Texture2D drawing functions
|
|
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
|
|
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Font Loading and Text Drawing Functions (Module: text)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Font loading/unloading functions
|
|
RLAPI Font GetFontDefault(void); // Get the default Font
|
|
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
|
|
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
|
|
RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
|
|
|
|
// Text drawing functions
|
|
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
|
|
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
|
|
RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
|
|
RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
|
|
int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection
|
|
|
|
// Text misc. functions
|
|
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
|
|
RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
|
|
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string
|
|
// NOTE: 0x3f('?') is returned on failure
|
|
|
|
// Text strings management functions
|
|
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
|
|
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
|
RLAPI unsigned int TextCountCodepoints(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
|
|
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
|
|
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
|
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!)
|
|
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!)
|
|
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
|
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
|
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
|
|
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
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RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
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RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
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RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
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RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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// Basic geometric 3D shapes drawing functions
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
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RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
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RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
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//DrawTorus(), DrawTeapot() could be useful?
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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 loading/unloading functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
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RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
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// Material loading/unloading functions
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Mesh generation functions
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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// Mesh manipulation functions
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RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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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
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI 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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// Collision detection functions
|
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
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RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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|
|
|
//------------------------------------------------------------------------------------
|
|
// Shaders System Functions (Module: rlgl)
|
|
// NOTE: This functions are useless when using OpenGL 1.1
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|
//------------------------------------------------------------------------------------
|
|
|
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// 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
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RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
|
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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|
|
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RLAPI Shader GetShaderDefault(void); // Get default shader
|
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RLAPI Texture2D GetTextureDefault(void); // Get default texture
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|
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// Shader configuration functions
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
|
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
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|
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
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RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
|
|
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
|
|
|
|
// Texture maps generation (PBR)
|
|
// NOTE: Required shaders should be provided
|
|
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
|
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
|
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
|
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
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|
|
|
// 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 void InitVrSimulator(void); // Init VR simulator for selected device parameters
|
|
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
|
|
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
|
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
|
|
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
|
|
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
|
|
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
|
|
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Audio Loading and Playing Functions (Module: audio)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Audio device management functions
|
|
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
|
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
|
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
|
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
|
|
|
// Wave/Sound loading/unloading functions
|
|
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
|
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
|
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
|
RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
|
|
RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
|
|
|
|
// Wave/Sound management functions
|
|
RLAPI void PlaySound(Sound sound); // Play a sound
|
|
RLAPI void StopSound(Sound sound); // Stop playing a sound
|
|
RLAPI void PauseSound(Sound sound); // Pause a sound
|
|
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
|
RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
|
|
RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
|
|
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
|
|
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 IsAudioStreamProcessed(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)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Network (Module: network)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// IN PROGRESS: Check rnet.h for reference
|
|
|
|
#if defined(__cplusplus)
|
|
}
|
|
#endif
|
|
|
|
#endif // RAYLIB_H
|