- /**********************************************************************************************
- *
- * raylib v5.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
- *
- * FEATURES:
- * - NO external dependencies, all required libraries included with raylib
- * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
- * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
- * - Written in plain C code (C99) in PascalCase/camelCase notation
- * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
- * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
- * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
- * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
- * - Flexible Materials system, supporting classic maps and PBR maps
- * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
- * - Shaders support, including Model shaders and Postprocessing shaders
- * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
- * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
- * - VR stereo rendering with configurable HMD device parameters
- * - Bindings to multiple programming languages available!
- *
- * NOTES:
- * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
- * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
- * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
- * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
- *
- * DEPENDENCIES (included):
- * [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
- * [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
- * [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
- * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
- *
- * OPTIONAL DEPENDENCIES (included):
- * [rcore] msf_gif (Miles Fogle) for GIF recording
- * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
- * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
- * [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
- * [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
- * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
- * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
- * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
- * [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
- * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
- * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
- * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
- * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
- * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
- * [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
- * [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
- * [raudio] dr_wav (David Reid) for WAV audio file loading
- * [raudio] dr_flac (David Reid) for FLAC audio file loading
- * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
- * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
- * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
- * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
- * [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
- *
- *
- * LICENSE: zlib/libpng
- *
- * 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) 2013-2024 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
-
- #include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
-
- #define RAYLIB_VERSION_MAJOR 5
- #define RAYLIB_VERSION_MINOR 6
- #define RAYLIB_VERSION_PATCH 0
- #define RAYLIB_VERSION "5.6-dev"
-
- // Function specifiers in case library is build/used as a shared library
- // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
- // NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
- #if defined(_WIN32)
- #if defined(__TINYC__)
- #define __declspec(x) __attribute__((x))
- #endif
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
- #else
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
- #endif
- #endif
-
- #ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
- #endif
-
- //----------------------------------------------------------------------------------
- // Some basic Defines
- //----------------------------------------------------------------------------------
- #ifndef PI
- #define PI 3.14159265358979323846f
- #endif
- #ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
- #endif
- #ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
- #endif
-
- // Allow custom memory allocators
- // NOTE: Require recompiling raylib sources
- #ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
- #endif
- #ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
- #endif
- #ifndef RL_REALLOC
- #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
- #endif
- #ifndef RL_FREE
- #define RL_FREE(ptr) free(ptr)
- #endif
-
- // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
- // Plain structures in C++ (without constructors) can be initialized with { }
- // This is called aggregate initialization (C++11 feature)
- #if defined(__cplusplus)
- #define CLITERAL(type) type
- #else
- #define CLITERAL(type) (type)
- #endif
-
- // Some compilers (mostly macos clang) default to C++98,
- // where aggregate initialization can't be used
- // So, give a more clear error stating how to fix this
- #if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
- #error "C++11 or later is required. Add -std=c++11"
- #endif
-
- // NOTE: We set some defines with some data types declared by raylib
- // Other modules (raymath, rlgl) also require some of those types, so,
- // to be able to use those other modules as standalone (not depending on raylib)
- // this defines are very useful for internal check and avoid type (re)definitions
- #define RL_COLOR_TYPE
- #define RL_RECTANGLE_TYPE
- #define RL_VECTOR2_TYPE
- #define RL_VECTOR3_TYPE
- #define RL_VECTOR4_TYPE
- #define RL_QUATERNION_TYPE
- #define RL_MATRIX_TYPE
-
- // Some Basic Colors
- // NOTE: Custom raylib color palette for amazing visuals on WHITE background
- #define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
- #define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
- #define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
- #define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
- #define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
- #define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
- #define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
- #define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
- #define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
- #define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
- #define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
- #define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
- #define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
- #define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
- #define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
- #define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
- #define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
- #define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
- #define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
- #define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
- #define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
-
- #define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
- #define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
- #define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
- #define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
- #define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-
- //----------------------------------------------------------------------------------
- // Structures Definition
- //----------------------------------------------------------------------------------
- // Boolean type
- #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
- #include <stdbool.h>
- #elif !defined(__cplusplus) && !defined(bool)
- typedef enum bool { false = 0, true = !false } bool;
- #define RL_BOOL_TYPE
- #endif
-
- // Vector2, 2 components
- typedef struct Vector2 {
- float x; // Vector x component
- float y; // Vector y component
- } Vector2;
-
- // Vector3, 3 components
- typedef struct Vector3 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
- } Vector3;
-
- // Vector4, 4 components
- typedef struct Vector4 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
- float w; // Vector w component
- } Vector4;
-
- // Quaternion, 4 components (Vector4 alias)
- typedef Vector4 Quaternion;
-
- // Matrix, 4x4 components, column major, OpenGL style, right-handed
- typedef struct Matrix {
- float m0, m4, m8, m12; // Matrix first row (4 components)
- float m1, m5, m9, m13; // Matrix second row (4 components)
- float m2, m6, m10, m14; // Matrix third row (4 components)
- float m3, m7, m11, m15; // Matrix fourth row (4 components)
- } Matrix;
-
- // Color, 4 components, R8G8B8A8 (32bit)
- typedef struct Color {
- unsigned char r; // Color red value
- unsigned char g; // Color green value
- unsigned char b; // Color blue value
- unsigned char a; // Color alpha value
- } Color;
-
- // Rectangle, 4 components
- typedef struct Rectangle {
- float x; // Rectangle top-left corner position x
- float y; // Rectangle top-left corner position y
- float width; // Rectangle width
- float height; // Rectangle height
- } Rectangle;
-
- // Image, pixel 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 (PixelFormat type)
- } Image;
-
- // Texture, tex data stored in GPU memory (VRAM)
- typedef struct Texture {
- 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 (PixelFormat type)
- } Texture;
-
- // Texture2D, same as Texture
- typedef Texture Texture2D;
-
- // TextureCubemap, same as Texture
- typedef Texture TextureCubemap;
-
- // RenderTexture, fbo for texture rendering
- typedef struct RenderTexture {
- unsigned int id; // OpenGL framebuffer object id
- Texture texture; // Color buffer attachment texture
- Texture depth; // Depth buffer attachment texture
- } RenderTexture;
-
- // RenderTexture2D, same as RenderTexture
- typedef RenderTexture RenderTexture2D;
-
- // NPatchInfo, n-patch layout info
- typedef struct NPatchInfo {
- Rectangle source; // Texture source rectangle
- int left; // Left border offset
- int top; // Top border offset
- int right; // Right border offset
- int bottom; // Bottom border offset
- int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
- } NPatchInfo;
-
- // GlyphInfo, font characters glyphs info
- typedef struct GlyphInfo {
- int value; // Character value (Unicode)
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- Image image; // Character image data
- } GlyphInfo;
-
- // Font, font texture and GlyphInfo array data
- typedef struct Font {
- int baseSize; // Base size (default chars height)
- int glyphCount; // Number of glyph characters
- int glyphPadding; // Padding around the glyph characters
- Texture2D texture; // Texture atlas containing the glyphs
- Rectangle *recs; // Rectangles in texture for the glyphs
- GlyphInfo *glyphs; // Glyphs info data
- } Font;
-
- // Camera, defines position/orientation in 3d space
- typedef struct Camera3D {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
- int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- } Camera3D;
-
- typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
-
- // Camera2D, defines position/orientation in 2d space
- typedef struct Camera2D {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
- } Camera2D;
-
- // Mesh, vertex data and vao/vbo
- typedef struct Mesh {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
-
- // Vertex attributes data
- float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
- float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *animVertices; // Animated vertex positions (after bones transformations)
- float *animNormals; // Animated normals (after bones transformations)
- unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
- float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
- Matrix *boneMatrices; // Bones animated transformation matrices
- int boneCount; // Number of bones
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
- } Mesh;
-
- // Shader
- typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
- } Shader;
-
- // MaterialMap
- typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- } MaterialMap;
-
- // Material, includes shader and maps
- typedef struct Material {
- Shader shader; // Material shader
- MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
- float params[4]; // Material generic parameters (if required)
- } Material;
-
- // Transform, vertex transformation data
- typedef struct Transform {
- Vector3 translation; // Translation
- Quaternion rotation; // Rotation
- Vector3 scale; // Scale
- } Transform;
-
- // Bone, skeletal animation bone
- typedef struct BoneInfo {
- char name[32]; // Bone name
- int parent; // Bone parent
- } BoneInfo;
-
- // Model, meshes, materials and animation data
- typedef struct Model {
- Matrix transform; // Local transform matrix
-
- int meshCount; // Number of meshes
- int materialCount; // Number of materials
- Mesh *meshes; // Meshes array
- Material *materials; // Materials array
- int *meshMaterial; // Mesh material number
-
- // Animation data
- int boneCount; // Number of bones
- BoneInfo *bones; // Bones information (skeleton)
- Transform *bindPose; // Bones base transformation (pose)
- } Model;
-
- // ModelAnimation
- typedef struct ModelAnimation {
- int boneCount; // Number of bones
- int frameCount; // Number of animation frames
- BoneInfo *bones; // Bones information (skeleton)
- Transform **framePoses; // Poses array by frame
- char name[32]; // Animation name
- } ModelAnimation;
-
- // Ray, ray for raycasting
- typedef struct Ray {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction (normalized)
- } Ray;
-
- // RayCollision, ray hit information
- typedef struct RayCollision {
- bool hit; // Did the ray hit something?
- float distance; // Distance to the nearest hit
- Vector3 point; // Point of the nearest hit
- Vector3 normal; // Surface normal of hit
- } RayCollision;
-
- // BoundingBox
- typedef struct BoundingBox {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
- } BoundingBox;
-
- // Wave, audio wave data
- typedef struct Wave {
- unsigned int frameCount; // Total number of frames (considering channels)
- 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;
-
- // Opaque structs declaration
- // NOTE: Actual structs are defined internally in raudio module
- typedef struct rAudioBuffer rAudioBuffer;
- typedef struct rAudioProcessor rAudioProcessor;
-
- // AudioStream, custom audio stream
- typedef struct AudioStream {
- rAudioBuffer *buffer; // Pointer to internal data used by the audio system
- rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
-
- 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, ...)
- } AudioStream;
-
- // Sound
- typedef struct Sound {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
- } Sound;
-
- // Music, audio stream, anything longer than ~10 seconds should be streamed
- typedef struct Music {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
- bool looping; // Music looping enable
-
- int ctxType; // Type of music context (audio filetype)
- void *ctxData; // Audio context data, depends on type
- } Music;
-
- // VrDeviceInfo, Head-Mounted-Display device parameters
- typedef struct VrDeviceInfo {
- int hResolution; // Horizontal resolution in pixels
- int vResolution; // Vertical resolution in pixels
- float hScreenSize; // Horizontal size in meters
- float vScreenSize; // Vertical size in meters
- float eyeToScreenDistance; // Distance between eye and display in meters
- float lensSeparationDistance; // Lens separation distance in meters
- float interpupillaryDistance; // IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // Lens distortion constant parameters
- float chromaAbCorrection[4]; // Chromatic aberration correction parameters
- } VrDeviceInfo;
-
- // VrStereoConfig, VR stereo rendering configuration for simulator
- typedef struct VrStereoConfig {
- Matrix projection[2]; // VR projection matrices (per eye)
- Matrix viewOffset[2]; // VR view offset matrices (per eye)
- float leftLensCenter[2]; // VR left lens center
- float rightLensCenter[2]; // VR right lens center
- float leftScreenCenter[2]; // VR left screen center
- float rightScreenCenter[2]; // VR right screen center
- float scale[2]; // VR distortion scale
- float scaleIn[2]; // VR distortion scale in
- } VrStereoConfig;
-
- // File path list
- typedef struct FilePathList {
- unsigned int capacity; // Filepaths max entries
- unsigned int count; // Filepaths entries count
- char **paths; // Filepaths entries
- } FilePathList;
-
- // Automation event
- typedef struct AutomationEvent {
- unsigned int frame; // Event frame
- unsigned int type; // Event type (AutomationEventType)
- int params[4]; // Event parameters (if required)
- } AutomationEvent;
-
- // Automation event list
- typedef struct AutomationEventList {
- unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
- unsigned int count; // Events entries count
- AutomationEvent *events; // Events entries
- } AutomationEventList;
-
- //----------------------------------------------------------------------------------
- // Enumerators Definition
- //----------------------------------------------------------------------------------
- // System/Window config flags
- // NOTE: Every bit registers one state (use it with bit masks)
- // By default all flags are set to 0
- typedef enum {
- FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
- FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
- FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
- FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
- FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
- FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
- FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
- FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
- FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
- FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
- FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
- FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
- FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
- } ConfigFlags;
-
- // Trace log level
- // NOTE: Organized by priority level
- typedef enum {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE, // Trace logging, intended for internal use only
- LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- LOG_INFO, // Info logging, used for program execution info
- LOG_WARNING, // Warning logging, used on recoverable failures
- LOG_ERROR, // Error logging, used on unrecoverable failures
- LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- LOG_NONE // Disable logging
- } TraceLogLevel;
-
- // Keyboard keys (US keyboard layout)
- // NOTE: Use GetKeyPressed() to allow redefining
- // required keys for alternative layouts
- typedef enum {
- KEY_NULL = 0, // Key: NULL, used for no key pressed
- // Alphanumeric keys
- KEY_APOSTROPHE = 39, // Key: '
- KEY_COMMA = 44, // Key: ,
- KEY_MINUS = 45, // Key: -
- KEY_PERIOD = 46, // Key: .
- KEY_SLASH = 47, // Key: /
- KEY_ZERO = 48, // Key: 0
- KEY_ONE = 49, // Key: 1
- KEY_TWO = 50, // Key: 2
- KEY_THREE = 51, // Key: 3
- KEY_FOUR = 52, // Key: 4
- KEY_FIVE = 53, // Key: 5
- KEY_SIX = 54, // Key: 6
- KEY_SEVEN = 55, // Key: 7
- KEY_EIGHT = 56, // Key: 8
- KEY_NINE = 57, // Key: 9
- KEY_SEMICOLON = 59, // Key: ;
- KEY_EQUAL = 61, // Key: =
- KEY_A = 65, // Key: A | a
- KEY_B = 66, // Key: B | b
- KEY_C = 67, // Key: C | c
- KEY_D = 68, // Key: D | d
- KEY_E = 69, // Key: E | e
- KEY_F = 70, // Key: F | f
- KEY_G = 71, // Key: G | g
- KEY_H = 72, // Key: H | h
- KEY_I = 73, // Key: I | i
- KEY_J = 74, // Key: J | j
- KEY_K = 75, // Key: K | k
- KEY_L = 76, // Key: L | l
- KEY_M = 77, // Key: M | m
- KEY_N = 78, // Key: N | n
- KEY_O = 79, // Key: O | o
- KEY_P = 80, // Key: P | p
- KEY_Q = 81, // Key: Q | q
- KEY_R = 82, // Key: R | r
- KEY_S = 83, // Key: S | s
- KEY_T = 84, // Key: T | t
- KEY_U = 85, // Key: U | u
- KEY_V = 86, // Key: V | v
- KEY_W = 87, // Key: W | w
- KEY_X = 88, // Key: X | x
- KEY_Y = 89, // Key: Y | y
- KEY_Z = 90, // Key: Z | z
- KEY_LEFT_BRACKET = 91, // Key: [
- KEY_BACKSLASH = 92, // Key: '\'
- KEY_RIGHT_BRACKET = 93, // Key: ]
- KEY_GRAVE = 96, // Key: `
- // Function keys
- KEY_SPACE = 32, // Key: Space
- KEY_ESCAPE = 256, // Key: Esc
- KEY_ENTER = 257, // Key: Enter
- KEY_TAB = 258, // Key: Tab
- KEY_BACKSPACE = 259, // Key: Backspace
- KEY_INSERT = 260, // Key: Ins
- KEY_DELETE = 261, // Key: Del
- KEY_RIGHT = 262, // Key: Cursor right
- KEY_LEFT = 263, // Key: Cursor left
- KEY_DOWN = 264, // Key: Cursor down
- KEY_UP = 265, // Key: Cursor up
- KEY_PAGE_UP = 266, // Key: Page up
- KEY_PAGE_DOWN = 267, // Key: Page down
- KEY_HOME = 268, // Key: Home
- KEY_END = 269, // Key: End
- KEY_CAPS_LOCK = 280, // Key: Caps lock
- KEY_SCROLL_LOCK = 281, // Key: Scroll down
- KEY_NUM_LOCK = 282, // Key: Num lock
- KEY_PRINT_SCREEN = 283, // Key: Print screen
- KEY_PAUSE = 284, // Key: Pause
- KEY_F1 = 290, // Key: F1
- KEY_F2 = 291, // Key: F2
- KEY_F3 = 292, // Key: F3
- KEY_F4 = 293, // Key: F4
- KEY_F5 = 294, // Key: F5
- KEY_F6 = 295, // Key: F6
- KEY_F7 = 296, // Key: F7
- KEY_F8 = 297, // Key: F8
- KEY_F9 = 298, // Key: F9
- KEY_F10 = 299, // Key: F10
- KEY_F11 = 300, // Key: F11
- KEY_F12 = 301, // Key: F12
- KEY_LEFT_SHIFT = 340, // Key: Shift left
- KEY_LEFT_CONTROL = 341, // Key: Control left
- KEY_LEFT_ALT = 342, // Key: Alt left
- KEY_LEFT_SUPER = 343, // Key: Super left
- KEY_RIGHT_SHIFT = 344, // Key: Shift right
- KEY_RIGHT_CONTROL = 345, // Key: Control right
- KEY_RIGHT_ALT = 346, // Key: Alt right
- KEY_RIGHT_SUPER = 347, // Key: Super right
- KEY_KB_MENU = 348, // Key: KB menu
- // Keypad keys
- KEY_KP_0 = 320, // Key: Keypad 0
- KEY_KP_1 = 321, // Key: Keypad 1
- KEY_KP_2 = 322, // Key: Keypad 2
- KEY_KP_3 = 323, // Key: Keypad 3
- KEY_KP_4 = 324, // Key: Keypad 4
- KEY_KP_5 = 325, // Key: Keypad 5
- KEY_KP_6 = 326, // Key: Keypad 6
- KEY_KP_7 = 327, // Key: Keypad 7
- KEY_KP_8 = 328, // Key: Keypad 8
- KEY_KP_9 = 329, // Key: Keypad 9
- KEY_KP_DECIMAL = 330, // Key: Keypad .
- KEY_KP_DIVIDE = 331, // Key: Keypad /
- KEY_KP_MULTIPLY = 332, // Key: Keypad *
- KEY_KP_SUBTRACT = 333, // Key: Keypad -
- KEY_KP_ADD = 334, // Key: Keypad +
- KEY_KP_ENTER = 335, // Key: Keypad Enter
- KEY_KP_EQUAL = 336, // Key: Keypad =
- // Android key buttons
- KEY_BACK = 4, // Key: Android back button
- KEY_MENU = 5, // Key: Android menu button
- KEY_VOLUME_UP = 24, // Key: Android volume up button
- KEY_VOLUME_DOWN = 25 // Key: Android volume down button
- } KeyboardKey;
-
- // Add backwards compatibility support for deprecated names
- #define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
- #define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
- #define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
-
- // Mouse buttons
- typedef enum {
- MOUSE_BUTTON_LEFT = 0, // Mouse button left
- MOUSE_BUTTON_RIGHT = 1, // Mouse button right
- MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
- MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
- MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
- MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
- MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
- } MouseButton;
-
- // Mouse cursor
- typedef enum {
- MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
- MOUSE_CURSOR_ARROW = 1, // Arrow shape
- MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
- MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
- MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
- MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
- MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
- } MouseCursor;
-
- // Gamepad buttons
- typedef enum {
- GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
- GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
- GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
- GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
- GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
- GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
- GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
- GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
- GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
- GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
- GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
- GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
- } GamepadButton;
-
- // Gamepad axis
- typedef enum {
- GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
- GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
- GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
- GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
- GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
- GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
- } GamepadAxis;
-
- // Material map index
- typedef enum {
- MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
- MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
- MATERIAL_MAP_NORMAL, // Normal material
- MATERIAL_MAP_ROUGHNESS, // Roughness material
- MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
- MATERIAL_MAP_EMISSION, // Emission material
- MATERIAL_MAP_HEIGHT, // Heightmap material
- MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_BRDF // Brdf material
- } MaterialMapIndex;
-
- #define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
- #define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
-
- // Shader location index
- typedef enum {
- SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
- SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
- SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
- SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
- SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
- SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
- SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
- SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
- SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
- SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
- SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
- SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
- SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
- SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
- SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
- SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
- SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
- SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
- SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
- SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
- SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
- SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
- SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
- SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
- SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
- SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
- SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
- SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
- SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
- } ShaderLocationIndex;
-
- #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
- #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
-
- // Shader uniform data type
- typedef enum {
- SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
- SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
- SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
- SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
- SHADER_UNIFORM_INT, // Shader uniform type: int
- SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
- SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
- SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
- SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
- SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
- SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
- SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
- SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
- } ShaderUniformDataType;
-
- // Shader attribute data types
- typedef enum {
- SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
- SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
- SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
- SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
- } ShaderAttributeDataType;
-
- // Pixel formats
- // NOTE: Support depends on OpenGL version and platform
- typedef enum {
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
- PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
- PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
- PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
- } PixelFormat;
-
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- typedef enum {
- TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
- TEXTURE_FILTER_BILINEAR, // Linear filtering
- TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
- } TextureFilter;
-
- // Texture parameters: wrap mode
- typedef enum {
- TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
- TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
- TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
- TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
- } TextureWrap;
-
- // Cubemap layouts
- typedef enum {
- CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
- CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
- } CubemapLayout;
-
- // Font type, defines generation method
- typedef enum {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP, // Bitmap font generation, no anti-aliasing
- FONT_SDF // SDF font generation, requires external shader
- } FontType;
-
- // Color blending modes (pre-defined)
- typedef enum {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE, // Blend textures adding colors
- BLEND_MULTIPLIED, // Blend textures multiplying colors
- BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
- BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
- BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
- } BlendMode;
-
- // Gesture
- // NOTE: Provided as bit-wise flags to enable only desired gestures
- typedef enum {
- GESTURE_NONE = 0, // No gesture
- GESTURE_TAP = 1, // Tap gesture
- GESTURE_DOUBLETAP = 2, // Double tap gesture
- GESTURE_HOLD = 4, // Hold gesture
- GESTURE_DRAG = 8, // Drag gesture
- GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
- GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
- GESTURE_SWIPE_UP = 64, // Swipe up gesture
- GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
- GESTURE_PINCH_IN = 256, // Pinch in gesture
- GESTURE_PINCH_OUT = 512 // Pinch out gesture
- } Gesture;
-
- // Camera system modes
- typedef enum {
- CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
- CAMERA_FREE, // Camera free mode
- CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
- CAMERA_FIRST_PERSON, // Camera first person
- CAMERA_THIRD_PERSON // Camera third person
- } CameraMode;
-
- // Camera projection
- typedef enum {
- CAMERA_PERSPECTIVE = 0, // Perspective projection
- CAMERA_ORTHOGRAPHIC // Orthographic projection
- } CameraProjection;
-
- // N-patch layout
- typedef enum {
- NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
- NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
- NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
- } NPatchLayout;
-
- // Callbacks to hook some internal functions
- // WARNING: These callbacks are intended for advanced users
- typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
- typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
- typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
- typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
- typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
-
- //------------------------------------------------------------------------------------
- // Global Variables Definition
- //------------------------------------------------------------------------------------
- // It's lonely here...
-
- //------------------------------------------------------------------------------------
- // Window and Graphics Device Functions (Module: core)
- //------------------------------------------------------------------------------------
-
- #if defined(__cplusplus)
- extern "C" { // Prevents name mangling of functions
- #endif
-
- // Window-related functions
- RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
- RLAPI void CloseWindow(void); // Close window and unload OpenGL context
- RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
- RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
- RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
- RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
- RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
- RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
- RLAPI bool IsWindowFocused(void); // Check if window is currently focused
- RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
- RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
- RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
- RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
- RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
- RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
- RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
- RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
- RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
- RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
- RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
- RLAPI void SetWindowTitle(const char *title); // Set title for window
- RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
- RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
- RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
- RLAPI void SetWindowSize(int width, int height); // Set window dimensions
- RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
- RLAPI void SetWindowFocused(void); // Set window focused
- RLAPI void *GetWindowHandle(void); // Get native window handle
- RLAPI int GetScreenWidth(void); // Get current screen width
- RLAPI int GetScreenHeight(void); // Get current screen height
- RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
- RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
- RLAPI int GetMonitorCount(void); // Get number of connected monitors
- RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
- RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
- RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
- RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
- RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
- RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
- RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
- RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
- RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
- RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
- RLAPI void SetClipboardText(const char *text); // Set clipboard text content
- RLAPI const char *GetClipboardText(void); // Get clipboard text content
- RLAPI Image GetClipboardImage(void); // Get clipboard image content
- RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
- RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
-
- // Cursor-related functions
- RLAPI void ShowCursor(void); // Shows cursor
- RLAPI void HideCursor(void); // Hides cursor
- RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
- RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
- RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
- RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
-
- // Drawing-related functions
- RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
- RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
- RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
- RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
- RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
- RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
- RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
- RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
- RLAPI void EndTextureMode(void); // Ends drawing to render texture
- RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
- RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
- RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
- RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
- RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
- RLAPI void EndScissorMode(void); // End scissor mode
- RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
- RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
-
- // VR stereo config functions for VR simulator
- RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
- RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
-
- // Shader management functions
- // NOTE: Shader functionality is not available on OpenGL 1.1
- RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
- RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
- RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
- RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
- RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
- RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
- RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
- RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
- RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
- // Screen-space-related functions
- #define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
- RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
- RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
- RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
- RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
- RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
- RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
- RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
- RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
-
- // Timing-related functions
- RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
- RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
- RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
- RLAPI int GetFPS(void); // Get current FPS
-
- // Custom frame control functions
- // NOTE: Those functions are intended for advanced users that want full control over the frame processing
- // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
- // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
- RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
- RLAPI void PollInputEvents(void); // Register all input events
- RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
-
- // Random values generation functions
- RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
- RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
- RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
- RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
-
- // Misc. functions
- RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
- RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
- RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
-
- // NOTE: Following functions implemented in module [utils]
- //------------------------------------------------------------------
- RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
- RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
- RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
- RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
- RLAPI void MemFree(void *ptr); // Internal memory free
-
- // Set custom callbacks
- // WARNING: Callbacks setup is intended for advanced users
- RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
- RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
- RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
- RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
- RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
-
- // Files management functions
- RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
- RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
- RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
- RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
- RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
- RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
- RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
- //------------------------------------------------------------------
-
- // File system functions
- RLAPI bool FileExists(const char *fileName); // Check if file exists
- RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
- RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
- RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
- RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
- RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
- RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
- RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
- RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
- RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
- RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
- RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
- RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
- RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
- RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
- RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
- RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
- RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
- RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
- RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
- RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
- RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
- // Compression/Encoding functionality
- RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
- RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
- RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
- RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
- RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
- RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
- RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
-
- // Automation events functionality
- RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
- RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
- RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
- RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
- RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
- RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
- RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
- RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
-
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
-
- // Input-related functions: keyboard
- RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
- RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
- RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
- RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
- RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
- RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
- RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
- RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
- RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-
- // Input-related functions: gamepads
- RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
- RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
- RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
- RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
- RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
- RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
- RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
- RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
- RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
- RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
- RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
-
- // Input-related functions: mouse
- RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
- RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
- RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
- RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
- RLAPI int GetMouseX(void); // Get mouse position X
- RLAPI int GetMouseY(void); // Get mouse position Y
- RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
- RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
- RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
- RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
- RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
- RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
- RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
- RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
-
- // Input-related functions: touch
- RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
- RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
- RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
- RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
- RLAPI int GetTouchPointCount(void); // Get number of touch points
-
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: rgestures)
- //------------------------------------------------------------------------------------
- RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
- RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
- RLAPI int GetGestureDetected(void); // Get latest detected gesture
- RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
- 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: rcamera)
- //------------------------------------------------------------------------------------
- RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
- RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
-
- //------------------------------------------------------------------------------------
- // Basic Shapes Drawing Functions (Module: shapes)
- //------------------------------------------------------------------------------------
- // Set texture and rectangle to be used on shapes drawing
- // NOTE: It can be useful when using basic shapes and one single font,
- // defining a font char white rectangle would allow drawing everything in a single draw call
- RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
- RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
- RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
-
- // Basic shapes drawing functions
- RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
- RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
- 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 (using gl lines)
- RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
- RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
- RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
- RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
- RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
- RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
- RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
- RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
- RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
- RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
- RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
- RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
- RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
- RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
- RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
- RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
- RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
- RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
- RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
- RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
- RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
- RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
- RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
- RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
- RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
- RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
- RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
-
- // Splines drawing functions
- RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
- RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
- RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
- RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
- RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
- RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
- RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
- RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
- RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
- RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
-
- // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
- RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
- RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
- RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
- RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
- RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
-
- // Basic shapes collision detection functions
- RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
- 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
- RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
- RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
- RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-
- //------------------------------------------------------------------------------------
- // Texture Loading and Drawing Functions (Module: textures)
- //------------------------------------------------------------------------------------
-
- // Image loading functions
- // NOTE: These functions do not require GPU access
- RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
- RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
- RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
- RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
- RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
- RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
- RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
- RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
- RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
- RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
- RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
-
- // Image generation functions
- RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
- RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
- RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
- RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
- RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
- RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
- RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
- RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
-
- // Image manipulation functions
- RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
- RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
- RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
- RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
- RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
- RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
- RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
- RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
- RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
- RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
- RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
- RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
- RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
- RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
- RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
- RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
- RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
- RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
- RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
- RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
- RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
- RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
- RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
- RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
- RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
- RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
- RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
- RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
- RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
- RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
- RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
- RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
- RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
- RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
- RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
-
- // Image drawing functions
- // NOTE: Image software-rendering functions (CPU)
- RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
- RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
- RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
- RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
- RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
- RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
- RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
- RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
- RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
- RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
- RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
- RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
- RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
- RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
- RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
- RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
- RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
- RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
- RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
- RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
- RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
- RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
-
- // Texture loading functions
- // NOTE: These functions require GPU access
- RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
- RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
- RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
- RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
- RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
- RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
- RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
- RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
- RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
- RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
-
- // Texture configuration functions
- RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
- RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
- RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
-
- // Texture drawing functions
- RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
- RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
- RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
- RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
- RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
-
- // Color/pixel related functions
- RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
- RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
- RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
- RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
- RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
- RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
- RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
- RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
- RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
- RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
- RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
- RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
- RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
-
- //------------------------------------------------------------------------------------
- // Font Loading and Text Drawing Functions (Module: text)
- //------------------------------------------------------------------------------------
-
- // Font loading/unloading functions
- RLAPI Font GetFontDefault(void); // Get the default Font
- RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
- RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
- RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
- RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
- RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
- RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
- RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
- RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
- RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
-
- // Text drawing functions
- RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
- RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
- RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
- RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
- RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
-
- // Text font info functions
- RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
- RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
- RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
- RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
- RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
-
- // Text codepoints management functions (unicode characters)
- RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
- RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
- RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
- RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
- RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
- RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-
- // Text strings management functions (no UTF-8 strings, only byte chars)
- // NOTE: Some strings allocate memory internally for returned strings, just be careful!
- RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
- RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
- RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
- RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
- RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
- RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
- RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
- RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
- RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
- RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
- RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
- RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
- RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
- RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
- RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
- RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
-
- RLAPI int TextToInteger(const char *text); // Get integer value from text
- RLAPI float TextToFloat(const char *text); // Get float value from text
-
- //------------------------------------------------------------------------------------
- // Basic 3d Shapes Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
-
- // Basic geometric 3D shapes drawing functions
- RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
- RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
- RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
- RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
- RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
- RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
- RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
- RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
- RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
- RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
- RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
-
- // Model management functions
- RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
- RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
- RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
- RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
- RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
-
- // Model drawing functions
- RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
- RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
- RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
- RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
- RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
- RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
- RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
- RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
-
- // Mesh management functions
- RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
- RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
- RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
- RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
- RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
- RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
- RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
- RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
-
- // Mesh generation functions
- RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
- RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
- RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
- RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
- RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
- RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
- // Material loading/unloading functions
- RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
- RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
- RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
- RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
-
- // Model animations loading/unloading functions
- RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
- RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
- RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
- RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
- RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
- RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
-
- // Collision detection functions
- RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
- RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
- RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
- RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
- RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
- RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
- RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
-
- //------------------------------------------------------------------------------------
- // Audio Loading and Playing Functions (Module: audio)
- //------------------------------------------------------------------------------------
- typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
-
- // Audio device management functions
- RLAPI void InitAudioDevice(void); // Initialize audio device and context
- RLAPI void CloseAudioDevice(void); // Close the audio device and context
- RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
- RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
- RLAPI float GetMasterVolume(void); // Get master volume (listener)
-
- // Wave/Sound loading/unloading functions
- RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
- RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
- RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
- RLAPI Sound LoadSound(const char *fileName); // Load sound from file
- RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
- RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
- RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
- RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
- RLAPI void UnloadWave(Wave wave); // Unload wave data
- RLAPI void UnloadSound(Sound sound); // Unload sound
- RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
- RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
- RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
-
- // Wave/Sound management functions
- RLAPI void PlaySound(Sound sound); // Play a sound
- RLAPI void StopSound(Sound sound); // Stop playing a sound
- RLAPI void PauseSound(Sound sound); // Pause a sound
- RLAPI void ResumeSound(Sound sound); // Resume a paused sound
- RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
- RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
- RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
- RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
- RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
- RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
- RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
- RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
-
- // Music management functions
- RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
- RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
- RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
- RLAPI void UnloadMusicStream(Music music); // Unload music stream
- RLAPI void PlayMusicStream(Music music); // Start music playing
- RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
- RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
- RLAPI void StopMusicStream(Music music); // Stop music playing
- RLAPI void PauseMusicStream(Music music); // Pause music playing
- RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
- RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
- RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
- RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
- RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
- RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
- RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-
- // AudioStream management functions
- RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
- RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
- RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
- RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
- RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
- RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
- RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
- RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
- RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
- RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
- RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
- RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
- RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
- RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
- RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
-
- RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
- RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
-
- RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
- RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
-
- #if defined(__cplusplus)
- }
- #endif
-
- #endif // RAYLIB_H
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