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@ -1,20 +1,26 @@ |
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/********************************************************************************************* |
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* |
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* raylib 1.0.6 (www.raylib.com) |
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* raylib 1.1 (www.raylib.com) |
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* |
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* A simple and easy-to-use library to learn videogames programming |
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* |
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* Features: |
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* Library written in plain C code (C99) |
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* Uses C# PascalCase/camelCase notation |
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* Hardware accelerated with OpenGL 1.1 |
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* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) |
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* Unique OpenGL abstraction layer [rlgl] |
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* Powerful fonts module with SpriteFonts support |
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* Basic 3d support for Shapes and Models |
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* Audio loading and playing |
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* Multiple textures support, including DDS and mipmaps generation |
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards |
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* Powerful math module for Vector and Matrix operations [raymath] |
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* Audio loading and playing with streaming support |
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* |
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* Used external libs: |
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* GLFW3 (www.glfw.org) for window/context management and input |
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* GLEW for OpenGL extensions loading (3.3+ and ES2) |
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) |
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* stb_image_write (Sean Barret) for image writting (PNG) |
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* stb_vorbis (Sean Barret) for ogg audio loading |
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* OpenAL Soft for audio device/context management |
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* tinfl for data decompression (DEFLATE algorithm) |
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* |
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@ -23,8 +29,9 @@ |
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* 32bit Textures - All loaded images are converted automatically to RGBA textures |
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures |
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* One custom default font is loaded automatically when InitWindow() |
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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) |
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* |
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* -- LICENSE (raylib v1.0, November 2013) -- |
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* -- LICENSE (raylib v1.1, April 2014) -- |
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* |
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software: |
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@ -49,7 +56,7 @@ |
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**********************************************************************************************/ |
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#ifndef RAYLIB_H |
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#define RAYLIB_H |
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#define RAYLIB_H |
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//---------------------------------------------------------------------------------- |
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// Some basic Defines |
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@ -150,6 +157,19 @@ |
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// Boolean type |
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typedef enum { false, true } bool; |
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// Vector2 type |
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typedef struct Vector2 { |
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float x; |
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float y; |
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} Vector2; |
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// Vector3 type |
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typedef struct Vector3 { |
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float x; |
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float y; |
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float z; |
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} Vector3; |
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// Color type, RGBA (32bit) |
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typedef struct Color { |
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unsigned char r; |
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@ -177,12 +197,13 @@ typedef struct Image { |
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// Texture2D type, bpp always RGBA (32bit) |
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// NOTE: Data stored in GPU memory |
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typedef struct Texture2D { |
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unsigned int glId; |
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unsigned int id; // OpenGL id |
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int width; |
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int height; |
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} Texture2D; |
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// SpriteFont one Character (Glyph) data, defined in text module |
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// Character type (one font glyph) |
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// NOTE: Defined in module: text |
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typedef struct Character Character; |
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// SpriteFont type, includes texture and charSet array data |
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@ -192,19 +213,6 @@ typedef struct SpriteFont { |
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Character *charSet; |
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} SpriteFont; |
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// Vector2 type |
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typedef struct Vector2 { |
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float x; |
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float y; |
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} Vector2; |
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// Vector3 type |
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typedef struct Vector3 { |
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float x; |
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float y; |
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float z; |
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} Vector3; |
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// Camera type, defines a camera position/orientation in 3d space |
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typedef struct Camera { |
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Vector3 position; |
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@ -212,15 +220,25 @@ typedef struct Camera { |
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Vector3 up; |
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} Camera; |
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// Basic 3d Model type |
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// Vertex data definning a mesh |
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typedef struct { |
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int vertexCount; |
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float *vertices; // 3 components per vertex |
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float *texcoords; // 2 components per vertex |
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float *normals; // 3 components per vertex |
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float *colors; // 4 components per vertex |
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} VertexData; |
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// 3d Model type |
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// NOTE: If using OpenGL 1.1 loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) |
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typedef struct Model { |
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int numVertices; |
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Vector3 *vertices; |
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Vector2 *texcoords; |
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Vector3 *normals; |
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n">VertexData mesh; |
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kt">unsigned int vaoId; |
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kt">unsigned int textureId; |
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o">//Matrix transform; |
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} Model; |
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// Basic Sound source and buffer |
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// Sound source type |
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typedef struct Sound { |
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unsigned int source; |
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unsigned int buffer; |
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@ -325,7 +343,7 @@ Image LoadImage(const char *fileName); |
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) |
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory |
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) |
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Texture2D CreateTexture(Image image); // Create a Texture2D from Image data |
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Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps) |
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void UnloadImage(Image image); // Unload image from CPU memory (RAM) |
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory |
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@ -342,6 +360,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V |
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SpriteFont GetDefaultFont(); // Get the default SpriteFont |
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory |
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory |
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) |
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters |
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int fontSize, int spacing, Color tint); |
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@ -357,15 +376,17 @@ const char *FormatText(const char *text, ...); |
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube |
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) |
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires |
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured |
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere |
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters |
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void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires |
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void DrawSphereWires(Vector3 centerPos, float radius, kt">int rings, int slices, Color color); // Draw sphere wires |
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone |
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires |
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane |
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions |
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) |
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void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) |
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void DrawGizmo(Vector3 position); // Draw simple gizmo |
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void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters |
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//DrawTorus(), DrawTeapot() are useless... |
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//------------------------------------------------------------------------------------ |
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@ -375,9 +396,12 @@ Model LoadModel(const char *fileName); |
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) |
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model |
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void UnloadModel(Model model); // Unload 3d model from memory |
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void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model |
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void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model |
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires |
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model |
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters |
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) |
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture |
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec |
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@ -385,17 +409,25 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec |
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// Audio Loading and Playing Functions (Module: audio) |
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//------------------------------------------------------------------------------------ |
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void InitAudioDevice(); // Initialize audio device and context |
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void CloseAudioDevice(); // Close the audio device and context |
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void CloseAudioDevice(); // Close the audio device and context (and music stream) |
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Sound LoadSound(char *fileName); // Load sound to memory |
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) |
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void UnloadSound(Sound sound); // Unload sound |
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void PlaySound(Sound sound); // Play a sound |
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void PauseSound(Sound sound); // Pause a sound |
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void StopSound(Sound sound); // Stop playing a sound |
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bool IsPlaying(Sound sound); // Check if a sound is currently playing |
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void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level) |
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void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) |
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bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing |
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) |
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) |
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void PlayMusicStream(char *fileName); // Start music playing (open stream) |
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void StopMusicStream(); // Stop music playing (close stream) |
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void PauseMusicStream(); // Pause music playing |
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bool MusicIsPlaying(); // Check if music is playing |
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) |
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float GetMusicTimeLength(); // Get current music time length (in seconds) |
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float GetMusicTimePlayed(); // Get current music time played (in seconds) |
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#ifdef __cplusplus |
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} |
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