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- /**********************************************************************************************
- *
- * raylib 1.2 (www.raylib.com)
- *
- * A simple and easy-to-use library to learn videogames programming
- *
- * Features:
- * Library written in plain C code (C99)
- * Uses C# PascalCase/camelCase notation
- * Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
- * Unique OpenGL abstraction layer [rlgl]
- * Powerful fonts module with SpriteFonts support
- * Multiple textures support, including DDS and mipmaps generation
- * Basic 3d support for Shapes, Models, Heightmaps and Billboards
- * Powerful math module for Vector and Matrix operations [raymath]
- * Audio loading and playing with streaming support (WAV and OGG)
- * Multiplatform support, including Android devices, Raspberry Pi and HTML5
- *
- * Used external libs:
- * GLFW3 (www.glfw.org) for window/context management and input
- * GLEW for OpenGL extensions loading (3.3+ and ES2)
- * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
- * stb_image_write (Sean Barret) for image writting (PNG)
- * stb_vorbis (Sean Barret) for ogg audio loading
- * OpenAL Soft for audio device/context management
- * tinfl for data decompression (DEFLATE algorithm)
- *
- * Some design decisions:
- * 32bit Colors - All defined color are always RGBA
- * 32bit Textures - All loaded images are converted automatically to RGBA textures
- * SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
- * One custom default font is loaded automatically when InitWindow()
- * If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
- *
- * -- LICENSE (raylib v1.2, September 2014) --
- *
- * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software:
- *
- * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
- *
- * This software is provided "as-is", without any express or implied warranty. In no event
- * will the authors be held liable for any damages arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- **********************************************************************************************/
-
- #ifndef RAYLIB_H
- #define RAYLIB_H
-
- // Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
- //#define PLATFORM_DESKTOP // Windows, Linux or OSX
- //#define PLATFORM_ANDROID // Android device
- //#define PLATFORM_RPI // Raspberry Pi
- //#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
-
- // Security check in case no PLATFORM_* defined
- #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
- #define PLATFORM_DESKTOP
- #endif
-
- #if defined(PLATFORM_ANDROID)
- #include <android_native_app_glue.h> // Defines android_app struct
- #endif
-
- //----------------------------------------------------------------------------------
- // Some basic Defines
- //----------------------------------------------------------------------------------
- #ifndef PI
- #define PI 3.14159265358979323846
- #endif
-
- #define DEG2RAD (PI / 180.0f)
- #define RAD2DEG (180.0f / PI)
-
- // raylib Config Flags
- #define FLAG_FULLSCREEN_MODE 1
- #define FLAG_SHOW_LOGO 2
- #define FLAG_SHOW_MOUSE_CURSOR 4
- #define FLAG_CENTERED_MODE 8
- #define FLAG_MSAA_4X_HINT 16
-
- // Keyboard Function Keys
- #define KEY_SPACE 32
- #define KEY_ESCAPE 256
- #define KEY_ENTER 257
- #define KEY_BACKSPACE 259
- #define KEY_RIGHT 262
- #define KEY_LEFT 263
- #define KEY_DOWN 264
- #define KEY_UP 265
- #define KEY_F1 290
- #define KEY_F2 291
- #define KEY_F3 292
- #define KEY_F4 293
- #define KEY_F5 294
- #define KEY_F6 295
- #define KEY_F7 296
- #define KEY_F8 297
- #define KEY_F9 298
- #define KEY_F10 299
- #define KEY_LEFT_SHIFT 340
- #define KEY_LEFT_CONTROL 341
- #define KEY_LEFT_ALT 342
- #define KEY_RIGHT_SHIFT 344
- #define KEY_RIGHT_CONTROL 345
- #define KEY_RIGHT_ALT 346
-
- // Mouse Buttons
- #define MOUSE_LEFT_BUTTON 0
- #define MOUSE_RIGHT_BUTTON 1
- #define MOUSE_MIDDLE_BUTTON 2
-
- // Gamepad Number
- #define GAMEPAD_PLAYER1 0
- #define GAMEPAD_PLAYER2 1
- #define GAMEPAD_PLAYER3 2
- #define GAMEPAD_PLAYER4 3
-
- // Gamepad Buttons
- // NOTE: Adjusted for a PS3 USB Controller
- #define GAMEPAD_BUTTON_A 2
- #define GAMEPAD_BUTTON_B 1
- #define GAMEPAD_BUTTON_X 3
- #define GAMEPAD_BUTTON_Y 4
- #define GAMEPAD_BUTTON_R1 7
- #define GAMEPAD_BUTTON_R2 5
- #define GAMEPAD_BUTTON_L1 6
- #define GAMEPAD_BUTTON_L2 8
- #define GAMEPAD_BUTTON_SELECT 9
- #define GAMEPAD_BUTTON_START 10
-
- // TODO: Review Xbox360 USB Controller Buttons
-
- // Some Basic Colors
- // NOTE: Custom raylib color palette for amazing visuals on WHITE background
- #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
- #define GRAY (Color){ 130, 130, 130, 255 } // Gray
- #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
- #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
- #define GOLD (Color){ 255, 203, 0, 255 } // Gold
- #define ORANGE (Color){ 255, 161, 0, 255 } // Orange
- #define PINK (Color){ 255, 109, 194, 255 } // Pink
- #define RED (Color){ 230, 41, 55, 255 } // Red
- #define MAROON (Color){ 190, 33, 55, 255 } // Maroon
- #define GREEN (Color){ 0, 228, 48, 255 } // Green
- #define LIME (Color){ 0, 158, 47, 255 } // Lime
- #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
- #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
- #define BLUE (Color){ 0, 121, 241, 255 } // Blue
- #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
- #define PURPLE (Color){ 200, 122, 255, 255 } // Purple
- #define VIOLET (Color){ 135, 60, 190, 255 } // Violet
- #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
- #define BEIGE (Color){ 211, 176, 131, 255 } // Beige
- #define BROWN (Color){ 127, 106, 79, 255 } // Brown
- #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
-
- #define WHITE (Color){ 255, 255, 255, 255 } // White
- #define BLACK (Color){ 0, 0, 0, 255 } // Black
- #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
- #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
- #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
-
- // Boolean type
- typedef enum { false, true } bool;
-
- // byte type
- typedef unsigned char byte;
-
- // Vector2 type
- typedef struct Vector2 {
- float x;
- float y;
- } Vector2;
-
- // Vector3 type
- typedef struct Vector3 {
- float x;
- float y;
- float z;
- } Vector3;
-
- // Color type, RGBA (32bit)
- typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
- } Color;
-
- // Rectangle type
- typedef struct Rectangle {
- int x;
- int y;
- int width;
- int height;
- } Rectangle;
-
- // Image type, bpp always RGBA (32bit)
- // NOTE: Data stored in CPU memory (RAM)
- typedef struct Image {
- Color *pixels;
- int width;
- int height;
- } Image;
-
- // Texture2D type, bpp always RGBA (32bit)
- // NOTE: Data stored in GPU memory
- typedef struct Texture2D {
- unsigned int id; // OpenGL id
- int width;
- int height;
- } Texture2D;
-
- // Character type (one font glyph)
- typedef struct Character {
- int value; //char value = ' '; (int)value = 32;
- int x;
- int y;
- int w;
- int h;
- } Character;
-
- // SpriteFont type, includes texture and charSet array data
- typedef struct SpriteFont {
- Texture2D texture;
- int numChars;
- Character *charSet;
- } SpriteFont;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position;
- Vector3 target;
- Vector3 up;
- } Camera;
-
- // Vertex data definning a mesh
- typedef struct VertexData {
- int vertexCount;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- float *normals; // 3 components per vertex
- unsigned char *colors; // 4 components per vertex
- } VertexData;
-
- // 3d Model type
- // NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
- typedef struct Model {
- VertexData mesh;
- unsigned int vaoId;
- unsigned int vboId[4];
- unsigned int textureId;
- //Matrix transform;
- } Model;
-
- // Sound source type
- typedef struct Sound {
- unsigned int source;
- unsigned int buffer;
- } Sound;
-
- // Wave type, defines audio wave data
- typedef struct Wave {
- void *data; // Buffer data pointer
- unsigned int dataSize; // Data size in bytes
- unsigned int sampleRate;
- short bitsPerSample;
- short channels;
- } Wave;
-
- #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)
- void InitWindow(int width, int height, struct android_app *state); // Init Android activity
- #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
- void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
- #endif
-
- void CloseWindow(void); // Close Window and Terminate Context
- bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
- void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
- void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
- void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
- #endif
- int GetScreenWidth(void); // Get current screen width
- int GetScreenHeight(void); // Get current screen height
- int GetKeyPressed(void); // Get latest key pressed
-
- void ClearBackground(Color color); // Sets Background Color
- void BeginDrawing(void); // Setup drawing canvas to start drawing
- void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
-
- void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
- void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
-
- void SetTargetFPS(int fps); // Set target FPS (maximum)
- float GetFPS(void); // Returns current FPS
- float GetFrameTime(void); // Returns time in seconds for one frame
-
- Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
- int GetHexValue(Color color); // Returns hexadecimal value for a Color
-
- int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
- Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
- void SetupFlags(char flags); // Enable some window configurations
- void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
-
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
- bool IsKeyPressed(int key); // Detect if a key has been pressed once
- bool IsKeyDown(int key); // Detect if a key is being pressed
- bool IsKeyReleased(int key); // Detect if a key has been released once
- bool IsKeyUp(int key); // Detect if a key is NOT being pressed
-
- bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
- int GetMouseX(void); // Returns mouse position X
- int GetMouseY(void); // Returns mouse position Y
- Vector2 GetMousePosition(void); // Returns mouse position XY
- void SetMousePosition(Vector2 position); // Set mouse position XY
- int GetMouseWheelMove(void); // Returns mouse wheel movement Y
- #endif
-
- #if defined(PLATFORM_DESKTOP)
- bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
- Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
- bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
- #endif
-
- #if defined(PLATFORM_ANDROID)
- bool IsScreenTouched(void); // Detect screen touch event
- int GetTouchX(void); // Returns touch position X
- int GetTouchY(void); // Returns touch position Y
- Vector2 GetTouchPosition(void); // Returns touch position XY
- #endif
-
- //------------------------------------------------------------------------------------
- // Basic Shapes Drawing Functions (Module: shapes)
- //------------------------------------------------------------------------------------
- void DrawPixel(int posX, int posY, Color color); // Draw a pixel
- void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
- void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
- void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
- void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
- void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
- void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
- void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
- void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
- void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
- void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
- void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
- void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
- void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
- void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
- void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
-
- bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
- bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
- bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
- 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 LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
- Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
- Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
- Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
- Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
- Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
- void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
- void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
-
- void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
- void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
- void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
- void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
- float rotation, Color tint);
-
- //------------------------------------------------------------------------------------
- // Font Loading and Text Drawing Functions (Module: text)
- //------------------------------------------------------------------------------------
- SpriteFont GetDefaultFont(void); // Get the default SpriteFont
- SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
- void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
-
- void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
- int fontSize, int spacing, Color tint);
- int MeasureText(const char *text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
- int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
- void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
- const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
-
- //------------------------------------------------------------------------------------
- // Basic 3d Shapes Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
- void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
- void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
- void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
- void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
- void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
- void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
- void DrawGizmo(Vector3 position); // Draw simple gizmo
- void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
- //DrawTorus(), DrawTeapot() are useless...
-
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
- //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
- Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
- Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
- void UnloadModel(Model model); // Unload 3d model from memory
- void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
-
- void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
- void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
-
- void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
- void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
-
- //------------------------------------------------------------------------------------
- // Audio Loading and Playing Functions (Module: audio)
- //------------------------------------------------------------------------------------
- void InitAudioDevice(void); // Initialize audio device and context
- void CloseAudioDevice(void); // Close the audio device and context (and music stream)
-
- Sound LoadSound(char *fileName); // Load sound to memory
- Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
- Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
- void UnloadSound(Sound sound); // Unload sound
- void PlaySound(Sound sound); // Play a sound
- void PauseSound(Sound sound); // Pause a sound
- void StopSound(Sound sound); // Stop playing a sound
- bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
- void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
-
- void PlayMusicStream(char *fileName); // Start music playing (open stream)
- void StopMusicStream(void); // Stop music playing (close stream)
- void PauseMusicStream(void); // Pause music playing
- void ResumeMusicStream(void); // Resume playing paused music
- bool MusicIsPlaying(void); // Check if music is playing
- void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
- float GetMusicTimeLength(void); // Get current music time length (in seconds)
- float GetMusicTimePlayed(void); // Get current music time played (in seconds)
-
- #ifdef __cplusplus
- }
- #endif
-
- #endif // RAYLIB_H
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