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@ -186,6 +186,12 @@ |
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// TODO: Review Xbox360 USB Controller Buttons |
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// Android Physic Buttons |
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#define ANDROID_BACK 4 |
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#define ANDROID_MENU 82 |
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#define ANDROID_VOLUME_UP 24 |
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#define ANDROID_VOLUME_DOWN 25 |
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// Some Basic Colors |
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background |
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray |
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@ -540,6 +546,9 @@ bool IsFileDropped(void); // Check if a file h |
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window |
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void ClearDroppedFiles(void); // Clear dropped files paths buffer |
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) |
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int StorageLoadValue(int position); // Storage load integer value (from defined position) |
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//------------------------------------------------------------------------------------ |
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// Input Handling Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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@ -578,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b |
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int GetTouchX(void); // Returns touch position X (relative to screen size) |
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int GetTouchY(void); // Returns touch position Y (relative to screen size) |
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size) |
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed |
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bool IsButtonDown(int button); // Detect if an android physic button is being pressed |
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bool IsButtonReleased(int button); // Detect if an android physic button has been released |
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//------------------------------------------------------------------------------------ |
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// Gestures and Touch Handling Functions (Module: gestures) |
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@ -793,21 +805,23 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n |
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//---------------------------------------------------------------------------------- |
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// Physics System Functions (engine-module: physics) |
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//---------------------------------------------------------------------------------- |
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void InitPhysics(); // Initialize all internal physics values |
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings |
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void InitPhysics(kt">void); // Initialize all internal physics values |
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings |
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot |
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot |
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot |
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot |
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter |
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody |
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) |
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) |
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter |
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody |
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) |
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void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value) |
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) |
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void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position |
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider |
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider |
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter |
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter |
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter |
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter |
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//------------------------------------------------------------------------------------ |
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// Audio Loading and Playing Functions (Module: audio) |
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