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- /**********************************************************************************************
- *
- * raylib 1.4.0 (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 (including AngelCode fonts and TTF)
- * Multiple textures support, including compressed formats 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
- * GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
- * 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
- * stb_truetype (Sean Barret) for ttf fonts 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 (struct Color is 4 byte)
- * One custom default font is loaded automatically when InitWindow()
- * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
- * If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
- *
- * -- LICENSE --
- *
- * 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 (@raysan5)
- *
- * 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)
- typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
- #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
- #define FLAG_VSYNC_HINT 32
-
- // 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_F11 300
- #define KEY_F12 301
- #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
-
- // Keyboard Alpha Numeric Keys
- #define KEY_ZERO 48
- #define KEY_ONE 49
- #define KEY_TWO 50
- #define KEY_THREE 51
- #define KEY_FOUR 52
- #define KEY_FIVE 53
- #define KEY_SIX 54
- #define KEY_SEVEN 55
- #define KEY_EIGHT 56
- #define KEY_NINE 57
- #define KEY_A 65
- #define KEY_B 66
- #define KEY_C 67
- #define KEY_D 68
- #define KEY_E 69
- #define KEY_F 70
- #define KEY_G 71
- #define KEY_H 72
- #define KEY_I 73
- #define KEY_J 74
- #define KEY_K 75
- #define KEY_L 76
- #define KEY_M 77
- #define KEY_N 78
- #define KEY_O 79
- #define KEY_P 80
- #define KEY_Q 81
- #define KEY_R 82
- #define KEY_S 83
- #define KEY_T 84
- #define KEY_U 85
- #define KEY_V 86
- #define KEY_W 87
- #define KEY_X 88
- #define KEY_Y 89
- #define KEY_Z 90
-
- // Mouse Buttons
- #define MOUSE_LEFT_BUTTON 0
- #if defined(PLATFORM_WEB)
- #define MOUSE_RIGHT_BUTTON 2
- #define MOUSE_MIDDLE_BUTTON 1
- #else
- #define MOUSE_RIGHT_BUTTON 1
- #define MOUSE_MIDDLE_BUTTON 2
- #endif
-
- // Touch points registered
- #define MAX_TOUCH_POINTS 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
-
- // Android Physic Buttons
- #define ANDROID_BACK 4
- #define ANDROID_MENU 82
- #define ANDROID_VOLUME_UP 24
- #define ANDROID_VOLUME_DOWN 25
-
- // 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
- //----------------------------------------------------------------------------------
- #ifndef __cplusplus
- // Boolean type
- typedef enum { false, true } bool;
- #endif
-
- // 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;
-
- // Matrix type (OpenGL style 4x4 - right handed, column major)
- typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
- } Matrix;
-
- // 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 {
- void *data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (TextureFormat)
- } Image;
-
- // Texture2D type, bpp always RGBA (32bit)
- // NOTE: Data stored in GPU memory
- typedef struct Texture2D {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (TextureFormat)
- } Texture2D;
-
- // SpriteFont type, includes texture and charSet array data
- typedef struct SpriteFont {
- Texture2D texture; // Font texture
- int size; // Base size (default chars height)
- int numChars; // Number of characters
- int *charValues; // Characters values array
- Rectangle *charRecs; // Characters rectangles within the texture
- Vector2 *charOffsets; // Characters offsets (on drawing)
- int *charAdvanceX; // Characters x advance (on drawing)
- } SpriteFont;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position;
- Vector3 target;
- Vector3 up;
- } Camera;
-
- // Bounding box type
- typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
- } BoundingBox;
-
- // Vertex data definning a mesh
- typedef struct Mesh {
- int vertexCount; // num vertices
- float *vertices; // vertex position (XYZ - 3 components per vertex)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
- float *normals; // vertex normals (XYZ - 3 components per vertex)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
- } Mesh;
-
- // Shader type (generic shader)
- typedef struct Shader {
- unsigned int id; // Shader program id
-
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
-
- // Variable attributes
- int vertexLoc; // Vertex attribute location point (vertex shader)
- int texcoordLoc; // Texcoord attribute location point (vertex shader)
- int normalLoc; // Normal attribute location point (vertex shader)
- int colorLoc; // Color attibute location point (vertex shader)
-
- // Uniforms
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Color uniform location point (fragment shader)
-
- int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
- int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
- int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
- } Shader;
-
- // Material type
- // TODO: Redesign material-shaders-textures system
- typedef struct Material {
- //Shader shader;
-
- //Texture2D texDiffuse; // Diffuse texture
- //Texture2D texNormal; // Normal texture
- //Texture2D texSpecular; // Specular texture
-
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
-
- float glossiness;
- float normalDepth;
- } Material;
-
- // 3d Model type
- // TODO: Replace shader/testure by material
- typedef struct Model {
- Mesh mesh;
- Matrix transform;
- Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
- Shader shader;
- //Material material;
- } Model;
-
- // Ray type (useful for raycast)
- typedef struct Ray {
- Vector3 position;
- Vector3 direction;
- } Ray;
-
- // 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;
-
- // 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;
-
- // 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;
-
- // Touch action (fingers or mouse)
- typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
-
- // Gesture events
- // NOTE: MAX_TOUCH_POINTS fixed to 2
- typedef struct {
- int touchAction;
- int pointCount;
- int pointerId[MAX_TOUCH_POINTS];
- Vector2 position[MAX_TOUCH_POINTS];
- } GestureEvent;
-
- // Camera system modes
- typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
-
- // Collider types
- typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
-
- // Transform struct
- typedef struct Transform {
- Vector2 position;
- float rotation;
- Vector2 scale;
- } Transform;
-
- // Rigidbody struct
- typedef struct Rigidbody {
- bool enabled;
- float mass;
- Vector2 acceleration;
- Vector2 velocity;
- bool isGrounded;
- bool isContact; // Avoid freeze player when touching floor
- bool applyGravity;
- float friction; // 0.0f to 1.0f
- float bounciness; // 0.0f to 1.0f
- } Rigidbody;
-
- // Collider struct
- typedef struct Collider {
- bool enabled;
- ColliderType type;
- Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
- int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
- } Collider;
-
- #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 and OpenGL Graphics
- #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
- bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
- 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
-
- void ClearBackground(Color color); // Sets Background Color
- void BeginDrawing(void); // Setup drawing canvas to start drawing
- void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
- void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
-
- void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
- void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
-
- Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
- Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
- Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
-
- 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
- float *ColorToFloat(Color color); // Converts Color to float array and normalizes
- float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
- float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
-
- 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 SetConfigFlags(char flags); // Setup some window configuration flags
- void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
-
- bool IsFileDropped(void); // Check if a file have been dropped into window
- char **GetDroppedFiles(int *count); // Retrieve dropped files into window
- void ClearDroppedFiles(void); // Clear dropped files paths buffer
-
- void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
- int StorageLoadValue(int position); // Storage load integer value (from defined position)
-
- //------------------------------------------------------------------------------------
- // 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
- int GetKeyPressed(void); // Get latest key 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
-
- void ShowCursor(void); // Shows cursor
- void HideCursor(void); // Hides cursor
- void EnableCursor(void); // Enables cursor
- void DisableCursor(void); // Disables cursor
- bool IsCursorHidden(void); // Returns true if cursor is not visible
-
- 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
-
- int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
- int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
-
- #if defined(PLATFORM_ANDROID)
- bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
- bool IsButtonDown(int button); // Detect if an android physic button is being pressed
- bool IsButtonReleased(int button); // Detect if an android physic button has been released
- #endif
-
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: gestures)
- //------------------------------------------------------------------------------------
- void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
- void UpdateGestures(void); // Update gestures detected (must be called every frame)
- bool IsGestureDetected(void); // Check if a gesture have been detected
- int GetGestureType(void); // Get latest detected gesture
- void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
- int GetTouchPointsCount(void); // Get touch points count
-
- float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
- Vector2 GetGestureDragVector(void); // Get gesture drag vector
- float GetGestureDragAngle(void); // Get gesture drag angle
- Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
- float GetGesturePinchAngle(void); // Get gesture pinch angle
-
- //------------------------------------------------------------------------------------
- // Camera System Functions (Module: camera)
- //------------------------------------------------------------------------------------
- void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
- void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
- void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
-
- void SetCameraPosition(Vector3 position); // Set internal camera position
- void SetCameraTarget(Vector3 target); // Set internal camera target
-
- void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
- void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
- void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-
- void SetCameraMoveControls(int frontKey, int backKey,
- int leftKey, int rightKey,
- int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
- void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
-
- //------------------------------------------------------------------------------------
- // 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 LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
- Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
- 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 LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
- Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
- Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
- void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
- Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
- Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
- void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
- void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
- void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
- void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
- void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
- Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
- Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
- void ImageFlipVertical(Image *image); // Flip image vertically
- void ImageFlipHorizontal(Image *image); // Flip image horizontally
- void ImageColorTint(Image *image, Color color); // Modify image color: tint
- void ImageColorInvert(Image *image); // Modify image color: invert
- void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
- void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
- void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
- void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
- void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
-
- 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
-
- 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'
- const char *SubText(const char *text, int position, int length); // Get a piece of a text string
-
- //------------------------------------------------------------------------------------
- // 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 DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
- void DrawRay(Ray ray, Color color); // Draw a ray line
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
- void DrawGizmo(Vector3 position); // Draw simple gizmo
- //DrawTorus(), DrawTeapot() are useless...
-
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
- Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
- //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
- Model LoadHeightmap(Image heightmap, Vector3 size); // 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 rotationAxis, float rotationAngle, 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 DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
-
- 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
-
- BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
- bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
- bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
- bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
- bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
- bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
- bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
- Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
- // NOTE: Return the normal vector of the impacted surface
- //------------------------------------------------------------------------------------
- // Shaders System Functions (Module: rlgl)
- // NOTE: This functions are useless when using OpenGL 1.1
- //------------------------------------------------------------------------------------
- Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
- unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
- void UnloadShader(Shader shader); // Unload a custom shader from memory
- void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
- void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
- void SetDefaultShader(void); // Set default shader to be used in batch draw
- void SetModelShader(Model *model, Shader shader); // Link a shader to a model
- bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
-
- int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
- void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
- void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
- void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
- void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
- void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
-
- void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
-
- //----------------------------------------------------------------------------------
- // Physics System Functions (engine-module: physac)
- //----------------------------------------------------------------------------------
- void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
- void UnloadPhysics(); // Unload physic elements arrays
-
- void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
- void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
-
- void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
- void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
- void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
- void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
- void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
- void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
-
- void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
-
- Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
- Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
-
- //------------------------------------------------------------------------------------
- // 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 UpdateMusicStream(void); // Updates buffers for music streaming
- 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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