| @ -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 | |||||