980 lines
60 KiB
C
980 lines
60 KiB
C
/**********************************************************************************************
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*
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* raylib 1.6.0 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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* Features:
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* Library written in plain C code (C99)
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* Uses PascalCase/camelCase notation
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* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* Multiple textures support, including compressed formats and mipmaps generation
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* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
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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 and mixing channels [audio]
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* VR stereo rendering support with configurable HMD device parameters
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* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
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* Custom color palette for fancy visuals on raywhite background
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* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* Complete binding for LUA [rlua]
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*
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* External libs:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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* dr_flac (David Reid) for FLAC audio file loading [audio]
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* OpenAL Soft for audio device/context management [audio]
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* tinfl for data decompression (DEFLATE algorithm) [utils]
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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* One custom default font could be loaded automatically when InitWindow() [core]
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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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* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
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*
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* -- LICENSE --
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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) 2013-2016 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAYLIB_H
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#define RAYLIB_H
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// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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#define PLATFORM_DESKTOP
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#endif
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#if defined(_WIN32) && defined(BUILDING_DLL)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
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#elif defined(_WIN32) && defined(RAYLIB_DLL)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
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#else
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
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#endif
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846f
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#endif
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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#define FLAG_RESIZABLE_WINDOW 2
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#define FLAG_SHOW_LOGO 4
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#define FLAG_SHOW_MOUSE_CURSOR 8
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#define FLAG_CENTERED_MODE 16
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#define FLAG_MSAA_4X_HINT 32
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#define FLAG_VSYNC_HINT 64
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// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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#define KEY_BACKSPACE 259
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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#define KEY_UP 265
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#define KEY_F1 290
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#define KEY_F2 291
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#define KEY_F3 292
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#define KEY_F4 293
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#define KEY_F5 294
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#define KEY_F6 295
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#define KEY_F7 296
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#define KEY_F8 297
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#define KEY_F9 298
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#define KEY_F10 299
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#define KEY_F11 300
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#define KEY_F12 301
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#define KEY_LEFT_SHIFT 340
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#define KEY_LEFT_CONTROL 341
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#define KEY_LEFT_ALT 342
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#define KEY_RIGHT_SHIFT 344
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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// Keyboard Alpha Numeric Keys
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#define KEY_ZERO 48
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#define KEY_ONE 49
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#define KEY_TWO 50
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#define KEY_THREE 51
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#define KEY_FOUR 52
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#define KEY_FIVE 53
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#define KEY_SIX 54
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#define KEY_SEVEN 55
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#define KEY_EIGHT 56
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#define KEY_NINE 57
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#define KEY_A 65
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#define KEY_B 66
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#define KEY_C 67
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#define KEY_D 68
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#define KEY_E 69
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#define KEY_F 70
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#define KEY_G 71
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#define KEY_H 72
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#define KEY_I 73
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#define KEY_J 74
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#define KEY_K 75
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#define KEY_L 76
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#define KEY_M 77
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#define KEY_N 78
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#define KEY_O 79
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#define KEY_P 80
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#define KEY_Q 81
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#define KEY_R 82
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#define KEY_S 83
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#define KEY_T 84
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#define KEY_U 85
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#define KEY_V 86
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#define KEY_W 87
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#define KEY_X 88
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#define KEY_Y 89
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#define KEY_Z 90
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#if defined(PLATFORM_ANDROID)
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// Android Physical Buttons
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#define KEY_BACK 4
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#define KEY_MENU 82
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#define KEY_VOLUME_UP 24
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#define KEY_VOLUME_DOWN 25
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#endif
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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// Touch points registered
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#define MAX_TOUCH_POINTS 2
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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#define GAMEPAD_PLAYER3 2
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#define GAMEPAD_PLAYER4 3
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// Gamepad Buttons/Axis
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// PS3 USB Controller Buttons
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#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
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#define GAMEPAD_PS3_BUTTON_CIRCLE 1
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#define GAMEPAD_PS3_BUTTON_CROSS 2
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#define GAMEPAD_PS3_BUTTON_SQUARE 3
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#define GAMEPAD_PS3_BUTTON_L1 6
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#define GAMEPAD_PS3_BUTTON_R1 7
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#define GAMEPAD_PS3_BUTTON_L2 4
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#define GAMEPAD_PS3_BUTTON_R2 5
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#define GAMEPAD_PS3_BUTTON_START 8
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#define GAMEPAD_PS3_BUTTON_SELECT 9
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#define GAMEPAD_PS3_BUTTON_UP 24
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#define GAMEPAD_PS3_BUTTON_RIGHT 25
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#define GAMEPAD_PS3_BUTTON_DOWN 26
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#define GAMEPAD_PS3_BUTTON_LEFT 27
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#define GAMEPAD_PS3_BUTTON_PS 12
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// PS3 USB Controller Axis
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#define GAMEPAD_PS3_AXIS_LEFT_X 0
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#define GAMEPAD_PS3_AXIS_LEFT_Y 1
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#define GAMEPAD_PS3_AXIS_RIGHT_X 2
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#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
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#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
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#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
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// Xbox360 USB Controller Buttons
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#define GAMEPAD_XBOX_BUTTON_A 0
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#define GAMEPAD_XBOX_BUTTON_B 1
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#define GAMEPAD_XBOX_BUTTON_X 2
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#define GAMEPAD_XBOX_BUTTON_Y 3
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#define GAMEPAD_XBOX_BUTTON_LB 4
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#define GAMEPAD_XBOX_BUTTON_RB 5
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#define GAMEPAD_XBOX_BUTTON_SELECT 6
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#define GAMEPAD_XBOX_BUTTON_START 7
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_HOME 8
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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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#if defined(PLATFORM_RPI)
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#else
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#endif
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#ifdef __cplusplus
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#define CLITERAL
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#else
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#define CLITERAL (Color)
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#endif
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL{ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
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#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#ifndef __APPLE__
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#else
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#include <stdbool.h>
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#endif
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#endif
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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typedef struct Image {
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void *data; // Image raw data
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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} Image;
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// Texture2D type, bpp always RGBA (32bit)
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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int size; // Base size (default chars height)
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int numChars; // Number of characters
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int *charValues; // Characters values array
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Rectangle *charRecs; // Characters rectangles within the texture
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Vector2 *charOffsets; // Characters offsets (on drawing)
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int *charAdvanceX; // Characters x advance (on drawing)
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} SpriteFont;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // 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)
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} Camera;
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min; // minimum vertex box-corner
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Vector3 max; // maximum vertex box-corner
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} BoundingBox;
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// vertex indices (in case vertex data comes indexed)
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int colorLoc; // Color attibute location point (default-location = 3)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
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int colAmbientLoc; // Ambient color uniform location point (fragment shader)
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int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
|
|
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
|
|
} Shader;
|
|
|
|
// Material type
|
|
typedef struct Material {
|
|
Shader shader; // Standard shader (supports 3 map textures)
|
|
|
|
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
|
|
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
|
|
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
|
|
|
|
Color colDiffuse; // Diffuse color
|
|
Color colAmbient; // Ambient color
|
|
Color colSpecular; // Specular color
|
|
|
|
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
|
} Material;
|
|
|
|
// Model type
|
|
typedef struct Model {
|
|
Mesh mesh; // Vertex data buffers (RAM and VRAM)
|
|
Matrix transform; // Local transform matrix
|
|
Material material; // Shader and textures data
|
|
} Model;
|
|
|
|
// Light type
|
|
typedef struct LightData {
|
|
unsigned int id; // Light unique id
|
|
bool enabled; // Light enabled
|
|
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
|
|
|
Vector3 position; // Light position
|
|
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
|
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
|
|
|
|
Color diffuse; // Light diffuse color
|
|
float intensity; // Light intensity level
|
|
|
|
float coneAngle; // Light cone max angle: LIGHT_SPOT
|
|
} LightData, *Light;
|
|
|
|
// Light types
|
|
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
|
|
|
|
// Ray type (useful for raycast)
|
|
typedef struct Ray {
|
|
Vector3 position; // Ray position (origin)
|
|
Vector3 direction; // Ray direction
|
|
} Ray;
|
|
|
|
// Wave type, defines audio wave data
|
|
typedef struct Wave {
|
|
unsigned int sampleCount; // Number of samples
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
|
void *data; // Buffer data pointer
|
|
} Wave;
|
|
|
|
// Sound source type
|
|
typedef struct Sound {
|
|
unsigned int source; // OpenAL audio source id
|
|
unsigned int buffer; // OpenAL audio buffer id
|
|
int format; // OpenAL audio format specifier
|
|
} Sound;
|
|
|
|
// Music type (file streaming from memory)
|
|
// NOTE: Anything longer than ~10 seconds should be streamed
|
|
typedef struct MusicData *Music;
|
|
|
|
// Audio stream type
|
|
// NOTE: Useful to create custom audio streams not bound to a specific file
|
|
typedef struct AudioStream {
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo)
|
|
|
|
int format; // OpenAL audio format specifier
|
|
unsigned int source; // OpenAL audio source id
|
|
unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
|
|
} AudioStream;
|
|
|
|
// Texture formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum {
|
|
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
|
|
UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
COMPRESSED_ETC1_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
COMPRESSED_PVRT_RGB, // 4 bpp
|
|
COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} TextureFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum {
|
|
FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
FILTER_BILINEAR, // Linear filtering
|
|
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilterMode;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
|
|
|
|
// Gestures type
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum {
|
|
GESTURE_NONE = 0,
|
|
GESTURE_TAP = 1,
|
|
GESTURE_DOUBLETAP = 2,
|
|
GESTURE_HOLD = 4,
|
|
GESTURE_DRAG = 8,
|
|
GESTURE_SWIPE_RIGHT = 16,
|
|
GESTURE_SWIPE_LEFT = 32,
|
|
GESTURE_SWIPE_UP = 64,
|
|
GESTURE_SWIPE_DOWN = 128,
|
|
GESTURE_PINCH_IN = 256,
|
|
GESTURE_PINCH_OUT = 512
|
|
} Gestures;
|
|
|
|
// Camera system modes
|
|
typedef enum {
|
|
CAMERA_CUSTOM = 0,
|
|
CAMERA_FREE,
|
|
CAMERA_ORBITAL,
|
|
CAMERA_FIRST_PERSON,
|
|
CAMERA_THIRD_PERSON
|
|
} CameraMode;
|
|
|
|
// Head Mounted Display devices
|
|
typedef enum {
|
|
HMD_DEFAULT_DEVICE = 0,
|
|
HMD_OCULUS_RIFT_DK2,
|
|
HMD_OCULUS_RIFT_CV1,
|
|
HMD_VALVE_HTC_VIVE,
|
|
HMD_SAMSUNG_GEAR_VR,
|
|
HMD_GOOGLE_CARDBOARD,
|
|
HMD_SONY_PLAYSTATION_VR,
|
|
HMD_RAZER_OSVR,
|
|
HMD_FOVE_VR,
|
|
} VrDevice;
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
#if defined(PLATFORM_ANDROID)
|
|
RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app)
|
|
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
|
RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
|
#endif
|
|
|
|
RLAPI void CloseWindow(void); // Close Window and Terminate Context
|
|
RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
|
RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
RLAPI void ShowCursor(void); // Shows cursor
|
|
RLAPI void HideCursor(void); // Hides cursor
|
|
RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
|
|
RLAPI void EnableCursor(void); // Enables cursor
|
|
RLAPI void DisableCursor(void); // Disables cursor
|
|
#endif
|
|
|
|
RLAPI void ClearBackground(Color color); // Sets Background Color
|
|
RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
|
|
RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
|
|
|
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
|
RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
|
|
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
|
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI float GetFPS(void); // Returns current FPS
|
|
RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
|
|
|
|
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
|
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
|
RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
|
RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
|
|
|
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
|
|
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
|
|
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
|
|
|
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
|
|
|
RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
|
|
RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
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)
|
|
|
|
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
|
|
|
|
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Returns mouse position X
|
|
RLAPI int GetMouseY(void); // Returns mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
|
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
|
|
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)
|
|
//------------------------------------------------------------------------------------
|
|
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 DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
|
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
|
|
|
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)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
|
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
|
RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
|
RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
|
RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
|
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
|
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
|
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
|
|
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 ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
|
RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
|
RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
|
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
|
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
|
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
|
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
|
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
|
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
|
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
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
|
|
|
|
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
|
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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float rotation, Color tint);
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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float fontSize, int spacing, Color tint);
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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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 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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RLAPI void DrawLight(Light light); // Draw light in 3D world
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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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RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
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RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
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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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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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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 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
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RLAPI Shader GetDefaultShader(void); // Get default shader
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RLAPI Shader GetStandardShader(void); // Get standard shader
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RLAPI Texture2D GetDefaultTexture(void); // Get default texture
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
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//------------------------------------------------------------------------------------
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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RLAPI void InitVrDevice(int vdDevice); // Init VR device
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RLAPI void CloseVrDevice(void); // Close VR device
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
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RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
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RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI void PlaySound(Sound sound); // Play a sound
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RLAPI void PauseSound(Sound sound); // Pause a sound
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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RLAPI void StopSound(Sound sound); // Stop playing a sound
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
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RLAPI void StopMusicStream(Music music); // Stop music playing
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RLAPI void PauseMusicStream(Music music); // Pause music playing
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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#ifdef __cplusplus
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}
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#endif
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#endif // RAYLIB_H
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