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@ -192,21 +192,32 @@ |
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#define GAMEPAD_PLAYER3 2 |
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#define GAMEPAD_PLAYER4 3 |
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// Gamepad Buttons |
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// Gamepad Buttons/Axis |
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// PS3 USB Controller |
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#define GAMEPAD_PS3_BUTTON_A 2 |
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#define GAMEPAD_PS3_BUTTON_B 1 |
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#define GAMEPAD_PS3_BUTTON_X 3 |
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#define GAMEPAD_PS3_BUTTON_Y 4 |
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// PS3 USB Controller Buttons |
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#define GAMEPAD_PS3_BUTTON_TRIANGLE 0 |
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#define GAMEPAD_PS3_BUTTON_CIRCLE 1 |
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#define GAMEPAD_PS3_BUTTON_CROSS 2 |
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#define GAMEPAD_PS3_BUTTON_SQUARE 3 |
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#define GAMEPAD_PS3_BUTTON_L1 6 |
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#define GAMEPAD_PS3_BUTTON_R1 7 |
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#define GAMEPAD_PS3_BUTTON_L2 4 |
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#define GAMEPAD_PS3_BUTTON_R2 5 |
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#define GAMEPAD_PS3_BUTTON_L1 6 |
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#define GAMEPAD_PS3_BUTTON_L2 8 |
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#define GAMEPAD_PS3_BUTTON_START 8 |
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#define GAMEPAD_PS3_BUTTON_SELECT 9 |
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#define GAMEPAD_PS3_BUTTON_START 10 |
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// TODO: Add PS3 d-pad axis |
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#define GAMEPAD_PS3_BUTTON_UP 24 |
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#define GAMEPAD_PS3_BUTTON_RIGHT 25 |
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#define GAMEPAD_PS3_BUTTON_DOWN 26 |
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#define GAMEPAD_PS3_BUTTON_LEFT 27 |
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#define GAMEPAD_PS3_BUTTON_PS 12 |
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// PS3 USB Controller Axis |
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#define GAMEPAD_PS3_AXIS_LEFT_X 0 |
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#define GAMEPAD_PS3_AXIS_LEFT_Y 1 |
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#define GAMEPAD_PS3_AXIS_RIGHT_X 2 |
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#define GAMEPAD_PS3_AXIS_RIGHT_Y 5 |
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#define GAMEPAD_PS3_AXIS_L2 3 // 1.0(not pressed) --> -1.0(completely pressed) |
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#define GAMEPAD_PS3_AXIS_R2 4 // 1.0(not pressed) --> -1.0(completely pressed) |
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// Xbox360 USB Controller Buttons |
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#define GAMEPAD_XBOX_BUTTON_A 0 |
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@ -221,22 +232,27 @@ |
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11 |
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#define GAMEPAD_XBOX_BUTTON_DOWN 12 |
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#define GAMEPAD_XBOX_BUTTON_LEFT 13 |
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#define GAMEPAD_XBOX_BUTTON_HOME 9 |
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// Xbox360 USB Controller Axis |
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 |
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 |
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#define GAMEPAD_XBOX_AXIS_LT 4 // -1.0(not pressed) --> 1.0(completely pressed) |
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#define GAMEPAD_XBOX_AXIS_RT 5 // -1.0(not pressed) --> 1.0(completely pressed) |
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/* |
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// NOTE: For Raspberry Pi, axis must be reconfigured |
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#if defined(PLATFORM_RPI) |
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#define GAMEPAD_XBOX_AXIS_DPAD_X 7 |
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#define GAMEPAD_XBOX_AXIS_DPAD_Y 6 |
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#define GAMEPAD_XBOX_AXIS_LEFT_X 7 |
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 6 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 |
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#define GAMEPAD_XBOX_AXIS_LT 2 |
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#define GAMEPAD_XBOX_AXIS_RT 5 |
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#else |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 4 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 |
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#define GAMEPAD_XBOX_AXIS_LT_RT 2 |
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#endif |
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*/ |
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature) |
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// Plain structures in C++ (without constructors) can be initialized from { } initializers. |
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@ -533,6 +549,12 @@ typedef enum { |
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp |
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} TextureFormat; |
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// Texture parameters: filter mode |
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typedef enum { FILTER_POINT = 0, FILTER_BILINEAR, FILTER_TRILINEAR } TextureFilterMode; |
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// Texture parameters: wrap mode |
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typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; |
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// Color blending modes (pre-defined) |
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; |
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@ -663,6 +685,7 @@ RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gam |
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed |
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#endif |
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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@ -752,6 +775,7 @@ RLAPI void UnloadTexture(Texture2D texture); |
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory |
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RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array |
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image |
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format |
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RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image |
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@ -773,7 +797,8 @@ RLAPI void ImageColorGrayscale(Image *image); |
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RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) |
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RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) |
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RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture |
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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RLAPI void SetTextureFilter(Texture2D texture, int filterMode); |
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RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); |
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D |
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
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