@ -1,506 +0,0 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib 1.2 (www.raylib.com) | |||
* | |||
* A simple and easy-to-use library to learn videogames programming | |||
* | |||
* Features: | |||
* Library written in plain C code (C99) | |||
* Uses C# PascalCase/camelCase notation | |||
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) | |||
* Unique OpenGL abstraction layer [rlgl] | |||
* Powerful fonts module with SpriteFonts support | |||
* Multiple textures support, including DDS and mipmaps generation | |||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards | |||
* Powerful math module for Vector and Matrix operations [raymath] | |||
* Audio loading and playing with streaming support (WAV and OGG) | |||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5 | |||
* | |||
* Used external libs: | |||
* GLFW3 (www.glfw.org) for window/context management and input | |||
* GLEW for OpenGL extensions loading (3.3+ and ES2) | |||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) | |||
* stb_image_write (Sean Barret) for image writting (PNG) | |||
* stb_vorbis (Sean Barret) for ogg audio loading | |||
* OpenAL Soft for audio device/context management | |||
* tinfl for data decompression (DEFLATE algorithm) | |||
* | |||
* Some design decisions: | |||
* 32bit Colors - All defined color are always RGBA | |||
* 32bit Textures - All loaded images are converted automatically to RGBA textures | |||
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures | |||
* One custom default font is loaded automatically when InitWindow() | |||
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) | |||
* | |||
* -- LICENSE (raylib v1.2, September 2014) -- | |||
* | |||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
* BSD-like license that allows static linking with closed source software: | |||
* | |||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) | |||
* | |||
* This software is provided "as-is", without any express or implied warranty. In no event | |||
* will the authors be held liable for any damages arising from the use of this software. | |||
* | |||
* Permission is granted to anyone to use this software for any purpose, including commercial | |||
* applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||
* | |||
* 1. The origin of this software must not be misrepresented; you must not claim that you | |||
* wrote the original software. If you use this software in a product, an acknowledgment | |||
* in the product documentation would be appreciated but is not required. | |||
* | |||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||
* as being the original software. | |||
* | |||
* 3. This notice may not be removed or altered from any source distribution. | |||
* | |||
**********************************************************************************************/ | |||
#ifndef RAYLIB_H | |||
#define RAYLIB_H | |||
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP | |||
//#define PLATFORM_DESKTOP // Windows, Linux or OSX | |||
//#define PLATFORM_ANDROID // Android device | |||
//#define PLATFORM_RPI // Raspberry Pi | |||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) | |||
// Security check in case no PLATFORM_* defined | |||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) | |||
#define PLATFORM_DESKTOP | |||
#endif | |||
#if defined(PLATFORM_ANDROID) | |||
#include <android_native_app_glue.h> // Defines android_app struct | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Some basic Defines | |||
//---------------------------------------------------------------------------------- | |||
#ifndef PI | |||
#define PI 3.14159265358979323846 | |||
#endif | |||
#define DEG2RAD (PI / 180.0f) | |||
#define RAD2DEG (180.0f / PI) | |||
// raylib Config Flags | |||
#define FLAG_FULLSCREEN_MODE 1 | |||
#define FLAG_SHOW_LOGO 2 | |||
#define FLAG_SHOW_MOUSE_CURSOR 4 | |||
#define FLAG_CENTERED_MODE 8 | |||
#define FLAG_MSAA_4X_HINT 16 | |||
// Keyboard Function Keys | |||
#define KEY_SPACE 32 | |||
#define KEY_ESCAPE 256 | |||
#define KEY_ENTER 257 | |||
#define KEY_BACKSPACE 259 | |||
#define KEY_RIGHT 262 | |||
#define KEY_LEFT 263 | |||
#define KEY_DOWN 264 | |||
#define KEY_UP 265 | |||
#define KEY_F1 290 | |||
#define KEY_F2 291 | |||
#define KEY_F3 292 | |||
#define KEY_F4 293 | |||
#define KEY_F5 294 | |||
#define KEY_F6 295 | |||
#define KEY_F7 296 | |||
#define KEY_F8 297 | |||
#define KEY_F9 298 | |||
#define KEY_F10 299 | |||
#define KEY_LEFT_SHIFT 340 | |||
#define KEY_LEFT_CONTROL 341 | |||
#define KEY_LEFT_ALT 342 | |||
#define KEY_RIGHT_SHIFT 344 | |||
#define KEY_RIGHT_CONTROL 345 | |||
#define KEY_RIGHT_ALT 346 | |||
// Mouse Buttons | |||
#define MOUSE_LEFT_BUTTON 0 | |||
#define MOUSE_RIGHT_BUTTON 1 | |||
#define MOUSE_MIDDLE_BUTTON 2 | |||
// Gamepad Number | |||
#define GAMEPAD_PLAYER1 0 | |||
#define GAMEPAD_PLAYER2 1 | |||
#define GAMEPAD_PLAYER3 2 | |||
#define GAMEPAD_PLAYER4 3 | |||
// Gamepad Buttons | |||
// NOTE: Adjusted for a PS3 USB Controller | |||
#define GAMEPAD_BUTTON_A 2 | |||
#define GAMEPAD_BUTTON_B 1 | |||
#define GAMEPAD_BUTTON_X 3 | |||
#define GAMEPAD_BUTTON_Y 4 | |||
#define GAMEPAD_BUTTON_R1 7 | |||
#define GAMEPAD_BUTTON_R2 5 | |||
#define GAMEPAD_BUTTON_L1 6 | |||
#define GAMEPAD_BUTTON_L2 8 | |||
#define GAMEPAD_BUTTON_SELECT 9 | |||
#define GAMEPAD_BUTTON_START 10 | |||
// TODO: Review Xbox360 USB Controller Buttons | |||
// Some Basic Colors | |||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background | |||
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray | |||
#define GRAY (Color){ 130, 130, 130, 255 } // Gray | |||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray | |||
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow | |||
#define GOLD (Color){ 255, 203, 0, 255 } // Gold | |||
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange | |||
#define PINK (Color){ 255, 109, 194, 255 } // Pink | |||
#define RED (Color){ 230, 41, 55, 255 } // Red | |||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon | |||
#define GREEN (Color){ 0, 228, 48, 255 } // Green | |||
#define LIME (Color){ 0, 158, 47, 255 } // Lime | |||
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green | |||
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue | |||
#define BLUE (Color){ 0, 121, 241, 255 } // Blue | |||
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue | |||
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple | |||
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet | |||
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple | |||
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige | |||
#define BROWN (Color){ 127, 106, 79, 255 } // Brown | |||
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown | |||
#define WHITE (Color){ 255, 255, 255, 255 } // White | |||
#define BLACK (Color){ 0, 0, 0, 255 } // Black | |||
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) | |||
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta | |||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
// Boolean type | |||
typedef enum { false, true } bool; | |||
// byte type | |||
typedef unsigned char byte; | |||
// Vector2 type | |||
typedef struct Vector2 { | |||
float x; | |||
float y; | |||
} Vector2; | |||
// Vector3 type | |||
typedef struct Vector3 { | |||
float x; | |||
float y; | |||
float z; | |||
} Vector3; | |||
// Color type, RGBA (32bit) | |||
typedef struct Color { | |||
unsigned char r; | |||
unsigned char g; | |||
unsigned char b; | |||
unsigned char a; | |||
} Color; | |||
// Rectangle type | |||
typedef struct Rectangle { | |||
int x; | |||
int y; | |||
int width; | |||
int height; | |||
} Rectangle; | |||
// Image type, bpp always RGBA (32bit) | |||
// NOTE: Data stored in CPU memory (RAM) | |||
typedef struct Image { | |||
Color *pixels; | |||
int width; | |||
int height; | |||
} Image; | |||
// Texture2D type, bpp always RGBA (32bit) | |||
// NOTE: Data stored in GPU memory | |||
typedef struct Texture2D { | |||
unsigned int id; // OpenGL id | |||
int width; | |||
int height; | |||
} Texture2D; | |||
// Character type (one font glyph) | |||
typedef struct Character { | |||
int value; //char value = ' '; (int)value = 32; | |||
int x; | |||
int y; | |||
int w; | |||
int h; | |||
} Character; | |||
// SpriteFont type, includes texture and charSet array data | |||
typedef struct SpriteFont { | |||
Texture2D texture; | |||
int numChars; | |||
Character *charSet; | |||
} SpriteFont; | |||
// Camera type, defines a camera position/orientation in 3d space | |||
typedef struct Camera { | |||
Vector3 position; | |||
Vector3 target; | |||
Vector3 up; | |||
} Camera; | |||
// Vertex data definning a mesh | |||
typedef struct VertexData { | |||
int vertexCount; | |||
float *vertices; // 3 components per vertex | |||
float *texcoords; // 2 components per vertex | |||
float *normals; // 3 components per vertex | |||
unsigned char *colors; // 4 components per vertex | |||
} VertexData; | |||
// 3d Model type | |||
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) | |||
typedef struct Model { | |||
VertexData mesh; | |||
unsigned int vaoId; | |||
unsigned int vboId[4]; | |||
unsigned int textureId; | |||
//Matrix transform; | |||
} Model; | |||
// Sound source type | |||
typedef struct Sound { | |||
unsigned int source; | |||
unsigned int buffer; | |||
} Sound; | |||
// Wave type, defines audio wave data | |||
typedef struct Wave { | |||
void *data; // Buffer data pointer | |||
unsigned int dataSize; // Data size in bytes | |||
unsigned int sampleRate; | |||
short bitsPerSample; | |||
short channels; | |||
} Wave; | |||
#ifdef __cplusplus | |||
extern "C" { // Prevents name mangling of functions | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Global Variables Definition | |||
//------------------------------------------------------------------------------------ | |||
// It's lonely here... | |||
//------------------------------------------------------------------------------------ | |||
// Window and Graphics Device Functions (Module: core) | |||
//------------------------------------------------------------------------------------ | |||
#if defined(PLATFORM_ANDROID) | |||
void InitWindow(int width, int height, struct android_app *state); // Init Android activity | |||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics | |||
#endif | |||
void CloseWindow(void); // Close Window and Terminate Context | |||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed | |||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) | |||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) | |||
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image | |||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC) | |||
#endif | |||
int GetScreenWidth(void); // Get current screen width | |||
int GetScreenHeight(void); // Get current screen height | |||
int GetKeyPressed(void); // Get latest key pressed | |||
void ClearBackground(Color color); // Sets Background Color | |||
void BeginDrawing(void); // Setup drawing canvas to start drawing | |||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) | |||
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) | |||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode | |||
void SetTargetFPS(int fps); // Set target FPS (maximum) | |||
float GetFPS(void); // Returns current FPS | |||
float GetFrameTime(void); // Returns time in seconds for one frame | |||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value | |||
int GetHexValue(Color color); // Returns hexadecimal value for a Color | |||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) | |||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f | |||
void SetupFlags(char flags); // Enable some window configurations | |||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) | |||
//------------------------------------------------------------------------------------ | |||
// Input Handling Functions (Module: core) | |||
//------------------------------------------------------------------------------------ | |||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
bool IsKeyPressed(int key); // Detect if a key has been pressed once | |||
bool IsKeyDown(int key); // Detect if a key is being pressed | |||
bool IsKeyReleased(int key); // Detect if a key has been released once | |||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed | |||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once | |||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed | |||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once | |||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed | |||
int GetMouseX(void); // Returns mouse position X | |||
int GetMouseY(void); // Returns mouse position Y | |||
Vector2 GetMousePosition(void); // Returns mouse position XY | |||
void SetMousePosition(Vector2 position); // Set mouse position XY | |||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y | |||
#endif | |||
#if defined(PLATFORM_DESKTOP) | |||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available | |||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad | |||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once | |||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed | |||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once | |||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed | |||
#endif | |||
#if defined(PLATFORM_ANDROID) | |||
bool IsScreenTouched(void); // Detect screen touch event | |||
int GetTouchX(void); // Returns touch position X | |||
int GetTouchY(void); // Returns touch position Y | |||
Vector2 GetTouchPosition(void); // Returns touch position XY | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Basic Shapes Drawing Functions (Module: shapes) | |||
//------------------------------------------------------------------------------------ | |||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel | |||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) | |||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line | |||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) | |||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle | |||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle | |||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) | |||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline | |||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle | |||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle | |||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle | |||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) | |||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline | |||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle | |||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline | |||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) | |||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points | |||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines | |||
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles | |||
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles | |||
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle | |||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision | |||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle | |||
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle | |||
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle | |||
//------------------------------------------------------------------------------------ | |||
// Texture Loading and Drawing Functions (Module: textures) | |||
//------------------------------------------------------------------------------------ | |||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) | |||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) | |||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory | |||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) | |||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps) | |||
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() | |||
void UnloadImage(Image image); // Unload image from CPU memory (RAM) | |||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory | |||
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) | |||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D | |||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 | |||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters | |||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle | |||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters | |||
float rotation, Color tint); | |||
//------------------------------------------------------------------------------------ | |||
// Font Loading and Text Drawing Functions (Module: text) | |||
//------------------------------------------------------------------------------------ | |||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont | |||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory | |||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory | |||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) | |||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters | |||
int fontSize, int spacing, Color tint); | |||
int MeasureText(const char *text, int fontSize); // Measure string width for default font | |||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont | |||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) | |||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner | |||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' | |||
//------------------------------------------------------------------------------------ | |||
// Basic 3d Shapes Drawing Functions (Module: models) | |||
//------------------------------------------------------------------------------------ | |||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube | |||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) | |||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires | |||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured | |||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere | |||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters | |||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires | |||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone | |||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires | |||
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad | |||
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane | |||
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions | |||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) | |||
void DrawGizmo(Vector3 position); // Draw simple gizmo | |||
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters | |||
//DrawTorus(), DrawTeapot() are useless... | |||
//------------------------------------------------------------------------------------ | |||
// Model 3d Loading and Drawing Functions (Module: models) | |||
//------------------------------------------------------------------------------------ | |||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) | |||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) | |||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model | |||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) | |||
void UnloadModel(Model model); // Unload 3d model from memory | |||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model | |||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) | |||
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters | |||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) | |||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture | |||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec | |||
//------------------------------------------------------------------------------------ | |||
// Audio Loading and Playing Functions (Module: audio) | |||
//------------------------------------------------------------------------------------ | |||
void InitAudioDevice(void); // Initialize audio device and context | |||
void CloseAudioDevice(void); // Close the audio device and context (and music stream) | |||
Sound LoadSound(char *fileName); // Load sound to memory | |||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data | |||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) | |||
void UnloadSound(Sound sound); // Unload sound | |||
void PlaySound(Sound sound); // Play a sound | |||
void PauseSound(Sound sound); // Pause a sound | |||
void StopSound(Sound sound); // Stop playing a sound | |||
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing | |||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) | |||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) | |||
void PlayMusicStream(char *fileName); // Start music playing (open stream) | |||
void StopMusicStream(void); // Stop music playing (close stream) | |||
void PauseMusicStream(void); // Pause music playing | |||
void ResumeMusicStream(void); // Resume playing paused music | |||
bool MusicIsPlaying(void); // Check if music is playing | |||
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) | |||
float GetMusicTimeLength(void); // Get current music time length (in seconds) | |||
float GetMusicTimePlayed(void); // Get current music time played (in seconds) | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // RAYLIB_H |
@ -1,506 +0,0 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib 1.2 (www.raylib.com) | |||
* | |||
* A simple and easy-to-use library to learn videogames programming | |||
* | |||
* Features: | |||
* Library written in plain C code (C99) | |||
* Uses C# PascalCase/camelCase notation | |||
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) | |||
* Unique OpenGL abstraction layer [rlgl] | |||
* Powerful fonts module with SpriteFonts support | |||
* Multiple textures support, including DDS and mipmaps generation | |||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards | |||
* Powerful math module for Vector and Matrix operations [raymath] | |||
* Audio loading and playing with streaming support (WAV and OGG) | |||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5 | |||
* | |||
* Used external libs: | |||
* GLFW3 (www.glfw.org) for window/context management and input | |||
* GLEW for OpenGL extensions loading (3.3+ and ES2) | |||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) | |||
* stb_image_write (Sean Barret) for image writting (PNG) | |||
* stb_vorbis (Sean Barret) for ogg audio loading | |||
* OpenAL Soft for audio device/context management | |||
* tinfl for data decompression (DEFLATE algorithm) | |||
* | |||
* Some design decisions: | |||
* 32bit Colors - All defined color are always RGBA | |||
* 32bit Textures - All loaded images are converted automatically to RGBA textures | |||
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures | |||
* One custom default font is loaded automatically when InitWindow() | |||
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) | |||
* | |||
* -- LICENSE (raylib v1.2, September 2014) -- | |||
* | |||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
* BSD-like license that allows static linking with closed source software: | |||
* | |||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) | |||
* | |||
* This software is provided "as-is", without any express or implied warranty. In no event | |||
* will the authors be held liable for any damages arising from the use of this software. | |||
* | |||
* Permission is granted to anyone to use this software for any purpose, including commercial | |||
* applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||
* | |||
* 1. The origin of this software must not be misrepresented; you must not claim that you | |||
* wrote the original software. If you use this software in a product, an acknowledgment | |||
* in the product documentation would be appreciated but is not required. | |||
* | |||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||
* as being the original software. | |||
* | |||
* 3. This notice may not be removed or altered from any source distribution. | |||
* | |||
**********************************************************************************************/ | |||
#ifndef RAYLIB_H | |||
#define RAYLIB_H | |||
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP | |||
//#define PLATFORM_DESKTOP // Windows, Linux or OSX | |||
//#define PLATFORM_ANDROID // Android device | |||
//#define PLATFORM_RPI // Raspberry Pi | |||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) | |||
// Security check in case no PLATFORM_* defined | |||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) | |||
#define PLATFORM_DESKTOP | |||
#endif | |||
#if defined(PLATFORM_ANDROID) | |||
#include <android_native_app_glue.h> // Defines android_app struct | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Some basic Defines | |||
//---------------------------------------------------------------------------------- | |||
#ifndef PI | |||
#define PI 3.14159265358979323846 | |||
#endif | |||
#define DEG2RAD (PI / 180.0f) | |||
#define RAD2DEG (180.0f / PI) | |||
// raylib Config Flags | |||
#define FLAG_FULLSCREEN_MODE 1 | |||
#define FLAG_SHOW_LOGO 2 | |||
#define FLAG_SHOW_MOUSE_CURSOR 4 | |||
#define FLAG_CENTERED_MODE 8 | |||
#define FLAG_MSAA_4X_HINT 16 | |||
// Keyboard Function Keys | |||
#define KEY_SPACE 32 | |||
#define KEY_ESCAPE 256 | |||
#define KEY_ENTER 257 | |||
#define KEY_BACKSPACE 259 | |||
#define KEY_RIGHT 262 | |||
#define KEY_LEFT 263 | |||
#define KEY_DOWN 264 | |||
#define KEY_UP 265 | |||
#define KEY_F1 290 | |||
#define KEY_F2 291 | |||
#define KEY_F3 292 | |||
#define KEY_F4 293 | |||
#define KEY_F5 294 | |||
#define KEY_F6 295 | |||
#define KEY_F7 296 | |||
#define KEY_F8 297 | |||
#define KEY_F9 298 | |||
#define KEY_F10 299 | |||
#define KEY_LEFT_SHIFT 340 | |||
#define KEY_LEFT_CONTROL 341 | |||
#define KEY_LEFT_ALT 342 | |||
#define KEY_RIGHT_SHIFT 344 | |||
#define KEY_RIGHT_CONTROL 345 | |||
#define KEY_RIGHT_ALT 346 | |||
// Mouse Buttons | |||
#define MOUSE_LEFT_BUTTON 0 | |||
#define MOUSE_RIGHT_BUTTON 1 | |||
#define MOUSE_MIDDLE_BUTTON 2 | |||
// Gamepad Number | |||
#define GAMEPAD_PLAYER1 0 | |||
#define GAMEPAD_PLAYER2 1 | |||
#define GAMEPAD_PLAYER3 2 | |||
#define GAMEPAD_PLAYER4 3 | |||
// Gamepad Buttons | |||
// NOTE: Adjusted for a PS3 USB Controller | |||
#define GAMEPAD_BUTTON_A 2 | |||
#define GAMEPAD_BUTTON_B 1 | |||
#define GAMEPAD_BUTTON_X 3 | |||
#define GAMEPAD_BUTTON_Y 4 | |||
#define GAMEPAD_BUTTON_R1 7 | |||
#define GAMEPAD_BUTTON_R2 5 | |||
#define GAMEPAD_BUTTON_L1 6 | |||
#define GAMEPAD_BUTTON_L2 8 | |||
#define GAMEPAD_BUTTON_SELECT 9 | |||
#define GAMEPAD_BUTTON_START 10 | |||
// TODO: Review Xbox360 USB Controller Buttons | |||
// Some Basic Colors | |||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background | |||
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray | |||
#define GRAY (Color){ 130, 130, 130, 255 } // Gray | |||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray | |||
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow | |||
#define GOLD (Color){ 255, 203, 0, 255 } // Gold | |||
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange | |||
#define PINK (Color){ 255, 109, 194, 255 } // Pink | |||
#define RED (Color){ 230, 41, 55, 255 } // Red | |||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon | |||
#define GREEN (Color){ 0, 228, 48, 255 } // Green | |||
#define LIME (Color){ 0, 158, 47, 255 } // Lime | |||
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green | |||
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue | |||
#define BLUE (Color){ 0, 121, 241, 255 } // Blue | |||
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue | |||
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple | |||
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet | |||
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple | |||
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige | |||
#define BROWN (Color){ 127, 106, 79, 255 } // Brown | |||
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown | |||
#define WHITE (Color){ 255, 255, 255, 255 } // White | |||
#define BLACK (Color){ 0, 0, 0, 255 } // Black | |||
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) | |||
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta | |||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
// Boolean type | |||
typedef enum { false, true } bool; | |||
// byte type | |||
typedef unsigned char byte; | |||
// Vector2 type | |||
typedef struct Vector2 { | |||
float x; | |||
float y; | |||
} Vector2; | |||
// Vector3 type | |||
typedef struct Vector3 { | |||
float x; | |||
float y; | |||
float z; | |||
} Vector3; | |||
// Color type, RGBA (32bit) | |||
typedef struct Color { | |||
unsigned char r; | |||
unsigned char g; | |||
unsigned char b; | |||
unsigned char a; | |||
} Color; | |||
// Rectangle type | |||
typedef struct Rectangle { | |||
int x; | |||
int y; | |||
int width; | |||
int height; | |||
} Rectangle; | |||
// Image type, bpp always RGBA (32bit) | |||
// NOTE: Data stored in CPU memory (RAM) | |||
typedef struct Image { | |||
Color *pixels; | |||
int width; | |||
int height; | |||
} Image; | |||
// Texture2D type, bpp always RGBA (32bit) | |||
// NOTE: Data stored in GPU memory | |||
typedef struct Texture2D { | |||
unsigned int id; // OpenGL id | |||
int width; | |||
int height; | |||
} Texture2D; | |||
// Character type (one font glyph) | |||
typedef struct Character { | |||
int value; //char value = ' '; (int)value = 32; | |||
int x; | |||
int y; | |||
int w; | |||
int h; | |||
} Character; | |||
// SpriteFont type, includes texture and charSet array data | |||
typedef struct SpriteFont { | |||
Texture2D texture; | |||
int numChars; | |||
Character *charSet; | |||
} SpriteFont; | |||
// Camera type, defines a camera position/orientation in 3d space | |||
typedef struct Camera { | |||
Vector3 position; | |||
Vector3 target; | |||
Vector3 up; | |||
} Camera; | |||
// Vertex data definning a mesh | |||
typedef struct VertexData { | |||
int vertexCount; | |||
float *vertices; // 3 components per vertex | |||
float *texcoords; // 2 components per vertex | |||
float *normals; // 3 components per vertex | |||
unsigned char *colors; // 4 components per vertex | |||
} VertexData; | |||
// 3d Model type | |||
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) | |||
typedef struct Model { | |||
VertexData mesh; | |||
unsigned int vaoId; | |||
unsigned int vboId[4]; | |||
unsigned int textureId; | |||
//Matrix transform; | |||
} Model; | |||
// Sound source type | |||
typedef struct Sound { | |||
unsigned int source; | |||
unsigned int buffer; | |||
} Sound; | |||
// Wave type, defines audio wave data | |||
typedef struct Wave { | |||
void *data; // Buffer data pointer | |||
unsigned int dataSize; // Data size in bytes | |||
unsigned int sampleRate; | |||
short bitsPerSample; | |||
short channels; | |||
} Wave; | |||
#ifdef __cplusplus | |||
extern "C" { // Prevents name mangling of functions | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Global Variables Definition | |||
//------------------------------------------------------------------------------------ | |||
// It's lonely here... | |||
//------------------------------------------------------------------------------------ | |||
// Window and Graphics Device Functions (Module: core) | |||
//------------------------------------------------------------------------------------ | |||
#if defined(PLATFORM_ANDROID) | |||
void InitWindow(int width, int height, struct android_app *state); // Init Android activity | |||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics | |||
#endif | |||
void CloseWindow(void); // Close Window and Terminate Context | |||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed | |||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) | |||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) | |||
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image | |||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC) | |||
#endif | |||
int GetScreenWidth(void); // Get current screen width | |||
int GetScreenHeight(void); // Get current screen height | |||
int GetKeyPressed(void); // Get latest key pressed | |||
void ClearBackground(Color color); // Sets Background Color | |||
void BeginDrawing(void); // Setup drawing canvas to start drawing | |||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) | |||
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) | |||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode | |||
void SetTargetFPS(int fps); // Set target FPS (maximum) | |||
float GetFPS(void); // Returns current FPS | |||
float GetFrameTime(void); // Returns time in seconds for one frame | |||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value | |||
int GetHexValue(Color color); // Returns hexadecimal value for a Color | |||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) | |||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f | |||
void SetupFlags(char flags); // Enable some window configurations | |||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) | |||
//------------------------------------------------------------------------------------ | |||
// Input Handling Functions (Module: core) | |||
//------------------------------------------------------------------------------------ | |||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
bool IsKeyPressed(int key); // Detect if a key has been pressed once | |||
bool IsKeyDown(int key); // Detect if a key is being pressed | |||
bool IsKeyReleased(int key); // Detect if a key has been released once | |||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed | |||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once | |||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed | |||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once | |||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed | |||
int GetMouseX(void); // Returns mouse position X | |||
int GetMouseY(void); // Returns mouse position Y | |||
Vector2 GetMousePosition(void); // Returns mouse position XY | |||
void SetMousePosition(Vector2 position); // Set mouse position XY | |||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y | |||
#endif | |||
#if defined(PLATFORM_DESKTOP) | |||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available | |||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad | |||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once | |||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed | |||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once | |||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed | |||
#endif | |||
#if defined(PLATFORM_ANDROID) | |||
bool IsScreenTouched(void); // Detect screen touch event | |||
int GetTouchX(void); // Returns touch position X | |||
int GetTouchY(void); // Returns touch position Y | |||
Vector2 GetTouchPosition(void); // Returns touch position XY | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Basic Shapes Drawing Functions (Module: shapes) | |||
//------------------------------------------------------------------------------------ | |||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel | |||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) | |||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line | |||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) | |||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle | |||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle | |||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) | |||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline | |||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle | |||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle | |||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle | |||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) | |||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline | |||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle | |||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline | |||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) | |||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points | |||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines | |||
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles | |||
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles | |||
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle | |||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision | |||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle | |||
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle | |||
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle | |||
//------------------------------------------------------------------------------------ | |||
// Texture Loading and Drawing Functions (Module: textures) | |||
//------------------------------------------------------------------------------------ | |||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) | |||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) | |||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory | |||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) | |||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps) | |||
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() | |||
void UnloadImage(Image image); // Unload image from CPU memory (RAM) | |||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory | |||
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) | |||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D | |||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 | |||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters | |||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle | |||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters | |||
float rotation, Color tint); | |||
//------------------------------------------------------------------------------------ | |||
// Font Loading and Text Drawing Functions (Module: text) | |||
//------------------------------------------------------------------------------------ | |||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont | |||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory | |||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory | |||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) | |||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters | |||
int fontSize, int spacing, Color tint); | |||
int MeasureText(const char *text, int fontSize); // Measure string width for default font | |||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont | |||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) | |||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner | |||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' | |||
//------------------------------------------------------------------------------------ | |||
// Basic 3d Shapes Drawing Functions (Module: models) | |||
//------------------------------------------------------------------------------------ | |||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube | |||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) | |||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires | |||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured | |||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere | |||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters | |||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires | |||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone | |||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires | |||
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad | |||
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane | |||
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions | |||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) | |||
void DrawGizmo(Vector3 position); // Draw simple gizmo | |||
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters | |||
//DrawTorus(), DrawTeapot() are useless... | |||
//------------------------------------------------------------------------------------ | |||
// Model 3d Loading and Drawing Functions (Module: models) | |||
//------------------------------------------------------------------------------------ | |||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) | |||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) | |||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model | |||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) | |||
void UnloadModel(Model model); // Unload 3d model from memory | |||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model | |||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) | |||
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters | |||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) | |||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture | |||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec | |||
//------------------------------------------------------------------------------------ | |||
// Audio Loading and Playing Functions (Module: audio) | |||
//------------------------------------------------------------------------------------ | |||
void InitAudioDevice(void); // Initialize audio device and context | |||
void CloseAudioDevice(void); // Close the audio device and context (and music stream) | |||
Sound LoadSound(char *fileName); // Load sound to memory | |||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data | |||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) | |||
void UnloadSound(Sound sound); // Unload sound | |||
void PlaySound(Sound sound); // Play a sound | |||
void PauseSound(Sound sound); // Pause a sound | |||
void StopSound(Sound sound); // Stop playing a sound | |||
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing | |||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) | |||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) | |||
void PlayMusicStream(char *fileName); // Start music playing (open stream) | |||
void StopMusicStream(void); // Stop music playing (close stream) | |||
void PauseMusicStream(void); // Pause music playing | |||
void ResumeMusicStream(void); // Resume playing paused music | |||
bool MusicIsPlaying(void); // Check if music is playing | |||
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) | |||
float GetMusicTimeLength(void); // Get current music time length (in seconds) | |||
float GetMusicTimePlayed(void); // Get current music time played (in seconds) | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // RAYLIB_H |