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@ -1,6 +1,6 @@ |
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/********************************************************************************************** |
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* |
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* raylib 1.5.0 (www.raylib.com) |
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* raylib 1.6.0 (www.raylib.com) |
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* |
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* A simple and easy-to-use library to learn videogames programming |
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* |
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@ -81,6 +81,14 @@ |
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typedef struct android_app; // Define android_app struct (android_native_app_glue.h) |
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#endif |
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#if defined(_WIN32) && defined(BUILDING_DLL) |
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL |
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#elif defined(_WIN32) && defined(RAYLIB_DLL) |
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL |
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#else |
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library) |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Some basic Defines |
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//---------------------------------------------------------------------------------- |
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@ -185,17 +193,20 @@ |
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#define GAMEPAD_PLAYER4 3 // Not supported |
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// Gamepad Buttons |
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// NOTE: Adjusted for a PS3 USB Controller |
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#define GAMEPAD_BUTTON_A 2 |
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#define GAMEPAD_BUTTON_B 1 |
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#define GAMEPAD_BUTTON_X 3 |
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#define GAMEPAD_BUTTON_Y 4 |
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#define GAMEPAD_BUTTON_R1 7 |
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#define GAMEPAD_BUTTON_R2 5 |
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#define GAMEPAD_BUTTON_L1 6 |
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#define GAMEPAD_BUTTON_L2 8 |
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#define GAMEPAD_BUTTON_SELECT 9 |
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#define GAMEPAD_BUTTON_START 10 |
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// PS3 USB Controller |
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#define GAMEPAD_PS3_BUTTON_A 2 |
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#define GAMEPAD_PS3_BUTTON_B 1 |
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#define GAMEPAD_PS3_BUTTON_X 3 |
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#define GAMEPAD_PS3_BUTTON_Y 4 |
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#define GAMEPAD_PS3_BUTTON_R1 7 |
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#define GAMEPAD_PS3_BUTTON_R2 5 |
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#define GAMEPAD_PS3_BUTTON_L1 6 |
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#define GAMEPAD_PS3_BUTTON_L2 8 |
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#define GAMEPAD_PS3_BUTTON_SELECT 9 |
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#define GAMEPAD_PS3_BUTTON_START 10 |
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// TODO: Add PS3 d-pad axis |
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// Xbox360 USB Controller Buttons |
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#define GAMEPAD_XBOX_BUTTON_A 0 |
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@ -233,44 +244,56 @@ |
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#define ANDROID_VOLUME_UP 24 |
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#define ANDROID_VOLUME_DOWN 25 |
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature) |
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// Plain structures in C++ (without constructors) can be initialized from { } initializers. |
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#ifdef __cplusplus |
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#define CLITERAL |
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#else |
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#define CLITERAL (Color) |
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#endif |
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// Some Basic Colors |
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background |
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray |
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#define GRAY (Color){ 130, 130, 130, 255 } // Gray |
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray |
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#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow |
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#define GOLD (Color){ 255, 203, 0, 255 } // Gold |
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#define ORANGE (Color){ 255, 161, 0, 255 } // Orange |
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#define PINK (Color){ 255, 109, 194, 255 } // Pink |
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#define RED (Color){ 230, 41, 55, 255 } // Red |
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon |
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#define GREEN (Color){ 0, 228, 48, 255 } // Green |
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#define LIME (Color){ 0, 158, 47, 255 } // Lime |
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#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green |
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#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue |
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#define BLUE (Color){ 0, 121, 241, 255 } // Blue |
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#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue |
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#define PURPLE (Color){ 200, 122, 255, 255 } // Purple |
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#define VIOLET (Color){ 135, 60, 190, 255 } // Violet |
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#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple |
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#define BEIGE (Color){ 211, 176, 131, 255 } // Beige |
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#define BROWN (Color){ 127, 106, 79, 255 } // Brown |
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#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown |
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#define WHITE (Color){ 255, 255, 255, 255 } // White |
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#define BLACK (Color){ 0, 0, 0, 255 } // Black |
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#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) |
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#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta |
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) |
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#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray |
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#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray |
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#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray |
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#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow |
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#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold |
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#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange |
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#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink |
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#define RED CLITERAL{ 230, 41, 55, 255 } // Red |
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#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon |
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#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green |
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#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime |
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#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green |
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#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue |
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#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue |
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#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue |
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#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple |
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#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet |
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#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple |
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#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige |
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#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown |
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#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown |
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#define WHITE CLITERAL{ 255, 255, 255, 255 } // White |
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#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black |
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#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) |
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta |
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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#ifndef __cplusplus |
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// Boolean type |
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#if !defined(_STDBOOL_H) |
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typedef enum { false, true } bool; |
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#define _STDBOOL_H |
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#ifndef __APPLE__ |
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#if !defined(_STDBOOL_H) |
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typedef enum { false, true } bool; |
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#define _STDBOOL_H |
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#endif |
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#else |
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#include <stdbool.h> |
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#endif |
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#endif |
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@ -393,7 +416,7 @@ typedef struct Mesh { |
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// Shader type (generic shader) |
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typedef struct Shader { |
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unsigned int id; // Shader program id |
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// Vertex attributes locations (default locations) |
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int vertexLoc; // Vertex attribute location point (default-location = 0) |
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int texcoordLoc; // Texcoord attribute location point (default-location = 1) |
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@ -405,7 +428,7 @@ typedef struct Shader { |
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// Uniform locations |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int tintColorLoc; // Diffuse color uniform location point (fragment shader) |
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// Texture map locations (generic for any kind of map) |
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) |
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) |
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@ -419,11 +442,11 @@ typedef struct Material { |
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Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) |
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) |
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) |
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Color colDiffuse; // Diffuse color |
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Color colAmbient; // Ambient color |
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Color colSpecular; // Specular color |
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float glossiness; // Glossiness level (Ranges from 0 to 1000) |
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} Material; |
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@ -439,14 +462,14 @@ typedef struct LightData { |
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unsigned int id; // Light unique id |
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bool enabled; // Light enabled |
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT |
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Vector3 position; // Light position |
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) |
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float radius; // Light attenuation radius light intensity reduced with distance (world distance) |
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Color diffuse; // Light diffuse color |
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float intensity; // Light intensity level |
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float coneAngle; // Light cone max angle: LIGHT_SPOT |
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} LightData, *Light; |
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@ -461,19 +484,35 @@ typedef struct Ray { |
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// Sound source type |
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typedef struct Sound { |
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unsigned int source; // Sound audio source id |
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unsigned int buffer; // Sound audio buffer id |
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unsigned int source; // OpenAL audio source id |
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unsigned int buffer; // OpenAL audio buffer id |
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} Sound; |
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// Wave type, defines audio wave data |
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typedef struct Wave { |
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unsigned int sampleCount; // Number of samples |
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unsigned int sampleRate; // Frequency (samples per second) |
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) |
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unsigned int channels; // Number of channels (1-mono, 2-stereo) |
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void *data; // Buffer data pointer |
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unsigned int dataSize; // Data size in bytes |
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unsigned int sampleRate; // Samples per second to be played |
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short bitsPerSample; // Sample size in bits |
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short channels; |
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} Wave; |
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// Music type (file streaming from memory) |
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// NOTE: Anything longer than ~10 seconds should be streamed |
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typedef struct MusicData *Music; |
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// Audio stream type |
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// NOTE: Useful to create custom audio streams not bound to a specific file |
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typedef struct AudioStream { |
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unsigned int sampleRate; // Frequency (samples per second) |
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) |
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unsigned int channels; // Number of channels (1-mono, 2-stereo) |
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int format; // OpenAL audio format specifier |
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unsigned int source; // OpenAL audio source id |
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unsigned int buffers[2]; // OpenAL audio buffers (double buffering) |
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} AudioStream; |
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// Texture formats |
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// NOTE: Support depends on OpenGL version and platform |
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typedef enum { |
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@ -516,18 +555,6 @@ typedef enum { |
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GESTURE_PINCH_OUT = 512 |
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} Gestures; |
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// Touch action (fingers or mouse) |
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; |
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// Gesture events |
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// NOTE: MAX_TOUCH_POINTS fixed to 2 |
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typedef struct GestureEvent { |
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int touchAction; |
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int pointCount; |
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int pointerId[MAX_TOUCH_POINTS]; |
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Vector2 position[MAX_TOUCH_POINTS]; |
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} GestureEvent; |
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// Camera system modes |
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
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@ -557,94 +584,94 @@ extern "C" { // Prevents name mangling of functions |
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// Window and Graphics Device Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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#if defined(PLATFORM_ANDROID) |
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void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics |
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RLAPI void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics |
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics |
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics |
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#endif |
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void CloseWindow(void); // Close Window and Terminate Context |
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed |
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) |
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) |
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int GetScreenWidth(void); // Get current screen width |
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int GetScreenHeight(void); // Get current screen height |
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void ShowCursor(void); // Shows cursor |
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void HideCursor(void); // Hides cursor |
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bool IsCursorHidden(void); // Returns true if cursor is not visible |
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void EnableCursor(void); // Enables cursor |
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void DisableCursor(void); // Disables cursor |
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void ClearBackground(Color color); // Sets Background Color |
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void BeginDrawing(void); // Setup drawing canvas to start drawing |
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) |
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera |
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void End2dMode(void); // Ends 2D mode custom camera usage |
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) |
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode |
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing |
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void EndTextureMode(void); // Ends drawing to render texture |
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position |
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) |
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void SetTargetFPS(int fps); // Set target FPS (maximum) |
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float GetFPS(void); // Returns current FPS |
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float GetFrameTime(void); // Returns time in seconds for one frame |
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
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int GetHexValue(Color color); // Returns hexadecimal value for a Color |
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float *ColorToFloat(Color color); // Converts Color to float array and normalizes |
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float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array |
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array |
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
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void SetConfigFlags(char flags); // Setup some window configuration flags |
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) |
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bool IsFileDropped(void); // Check if a file have been dropped into window |
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window |
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void ClearDroppedFiles(void); // Clear dropped files paths buffer |
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) |
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int StorageLoadValue(int position); // Storage load integer value (from defined position) |
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RLAPI void CloseWindow(void); // Close Window and Terminate Context |
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RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed |
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RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) |
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RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) |
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RLAPI int GetScreenWidth(void); // Get current screen width |
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RLAPI int GetScreenHeight(void); // Get current screen height |
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RLAPI void ShowCursor(void); // Shows cursor |
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RLAPI void HideCursor(void); // Hides cursor |
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RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible |
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RLAPI void EnableCursor(void); // Enables cursor |
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RLAPI void DisableCursor(void); // Disables cursor |
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RLAPI void ClearBackground(Color color); // Sets Background Color |
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RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing |
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RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) |
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RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera |
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RLAPI void End2dMode(void); // Ends 2D mode custom camera usage |
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RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) |
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RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode |
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing |
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RLAPI void EndTextureMode(void); // Ends drawing to render texture |
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position |
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) |
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) |
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RLAPI float GetFPS(void); // Returns current FPS |
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RLAPI float GetFrameTime(void); // Returns time in seconds for one frame |
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
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RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color |
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RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes |
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RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array |
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RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array |
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
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RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags |
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RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) |
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RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window |
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RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window |
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RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer |
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RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) |
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RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) |
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//------------------------------------------------------------------------------------ |
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// Input Handling Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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bool IsKeyPressed(int key); // Detect if a key has been pressed once |
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bool IsKeyDown(int key); // Detect if a key is being pressed |
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bool IsKeyReleased(int key); // Detect if a key has been released once |
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed |
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int GetKeyPressed(void); // Get latest key pressed |
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
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float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once |
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once |
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed |
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once |
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RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed |
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RLAPI int GetKeyPressed(void); // Get latest key pressed |
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once |
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
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#endif |
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
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bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once |
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bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed |
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int GetMouseX(void); // Returns mouse position X |
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int GetMouseY(void); // Returns mouse position Y |
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Vector2 GetMousePosition(void); // Returns mouse position XY |
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void SetMousePosition(Vector2 position); // Set mouse position XY |
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y |
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once |
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RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed |
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RLAPI int GetMouseX(void); // Returns mouse position X |
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RLAPI int GetMouseY(void); // Returns mouse position Y |
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RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY |
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RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY |
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y |
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int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) |
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int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) |
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Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) |
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) |
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) |
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) |
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#if defined(PLATFORM_ANDROID) |
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed |
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@ -655,254 +682,264 @@ bool IsButtonReleased(int button); // Detect if an android |
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//------------------------------------------------------------------------------------ |
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// Gestures and Touch Handling Functions (Module: gestures) |
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//------------------------------------------------------------------------------------ |
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags |
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected |
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures |
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void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) |
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int GetTouchPointsCount(void); // Get touch points count |
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int GetGestureDetected(void); // Get latest detected gesture |
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float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds |
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Vector2 GetGestureDragVector(void); // Get gesture drag vector |
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float GetGestureDragAngle(void); // Get gesture drag angle |
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Vector2 GetGesturePinchVector(void); // Get gesture pinch delta |
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float GetGesturePinchAngle(void); // Get gesture pinch angle |
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RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags |
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RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected |
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RLAPI int GetGestureDetected(void); // Get latest detected gesture |
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RLAPI int GetTouchPointsCount(void); // Get touch points count |
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RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds |
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RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector |
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RLAPI float GetGestureDragAngle(void); // Get gesture drag angle |
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RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta |
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RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle |
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//------------------------------------------------------------------------------------ |
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// Camera System Functions (Module: camera) |
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//------------------------------------------------------------------------------------ |
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void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
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void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
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void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) |
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RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
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RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
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RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) |
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void SetCameraPosition(Vector3 position); // Set internal camera position |
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void SetCameraTarget(Vector3 target); // Set internal camera target |
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void SetCameraFovy(float fovy); // Set internal camera field-of-view-y |
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RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position |
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RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target |
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RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y |
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) |
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) |
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) |
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RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) |
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RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) |
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RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) |
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void SetCameraMoveControls(int frontKey, int backKey, |
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int leftKey, int rightKey, |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) |
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RLAPI void SetCameraMoveControls(int frontKey, int backKey, |
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int leftKey, int rightKey, |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) |
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//------------------------------------------------------------------------------------ |
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|
// Basic Shapes Drawing Functions (Module: shapes) |
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//------------------------------------------------------------------------------------ |
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void DrawPixel(int posX, int posY, Color color); // Draw a pixel |
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void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) |
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line |
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) |
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void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle |
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle |
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void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) |
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|
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline |
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void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle |
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void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle |
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle |
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|
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) |
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|
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline |
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|
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle |
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline |
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) |
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void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points |
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void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines |
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|
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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|
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision |
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle |
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle |
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel |
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) |
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line |
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) |
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|
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle |
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|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle |
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|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) |
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|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline |
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|
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle |
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|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle |
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|
RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle |
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|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) |
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|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline |
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|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle |
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|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline |
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|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) |
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RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points |
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RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines |
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|
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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|
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision |
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|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
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|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle |
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|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle |
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|
//------------------------------------------------------------------------------------ |
|
|
|
// Texture Loading and Drawing Functions (Module: textures) |
|
|
|
//------------------------------------------------------------------------------------ |
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|
|
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) |
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|
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) |
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|
|
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file |
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|
|
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) |
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|
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory |
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|
|
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory |
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|
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) |
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|
|
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data |
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|
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering |
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|
|
void UnloadImage(Image image); // Unload image from CPU memory (RAM) |
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|
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory |
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|
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory |
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|
|
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array |
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|
|
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image |
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|
|
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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|
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format |
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|
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) |
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|
|
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) |
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|
|
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle |
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|
|
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) |
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|
|
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) |
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|
|
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) |
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|
|
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) |
|
|
|
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image |
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|
|
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) |
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|
|
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) |
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|
|
void ImageFlipVertical(Image *image); // Flip image vertically |
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|
|
void ImageFlipHorizontal(Image *image); // Flip image horizontally |
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|
|
void ImageColorTint(Image *image, Color color); // Modify image color: tint |
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|
|
void ImageColorInvert(Image *image); // Modify image color: invert |
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|
|
void ImageColorGrayscale(Image *image); // Modify image color: grayscale |
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|
|
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) |
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|
|
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) |
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|
|
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture |
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|
|
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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|
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|
|
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 |
|
|
|
RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) |
|
|
|
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) |
|
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file |
|
|
|
RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) |
|
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory |
|
|
|
RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory |
|
|
|
RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) |
|
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data |
|
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering |
|
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) |
|
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory |
|
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory |
|
|
|
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array |
|
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image |
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format |
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RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) |
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RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) |
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RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle |
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RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) |
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RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) |
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RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) |
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) |
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image |
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) |
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) |
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically |
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally |
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RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint |
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RLAPI void ImageColorInvert(Image *image); // Modify image color: invert |
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RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale |
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RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) |
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RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) |
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RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture |
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D |
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters |
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle |
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters |
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float rotation, Color tint); |
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//------------------------------------------------------------------------------------ |
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// Font Loading and Text Drawing Functions (Module: text) |
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//------------------------------------------------------------------------------------ |
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SpriteFont GetDefaultFont(void); // Get the default SpriteFont |
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory |
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory |
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont |
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory |
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory |
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) |
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters |
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int fontSize, int spacing, Color tint); |
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int MeasureText(const char *text, int fontSize); // Measure string width for default font |
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont |
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) |
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters |
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float fontSize, int spacing, Color tint); |
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font |
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont |
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void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner |
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const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' |
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const char *SubText(const char *text, int position, int length); // Get a piece of a text string |
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner |
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' |
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string |
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//------------------------------------------------------------------------------------ |
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// Basic 3d Shapes Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube |
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) |
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires |
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kt">void DrawCubeTexture(Texture2D texture, Vector3 position, kt">float width, float height, float lenght, Color color); // Draw cube textured |
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere |
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters |
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void DrawSphereWires(Vector3 centerPos, float radius, kt">int rings, int slices, Color color); // Draw sphere wires |
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kt">void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone |
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kt">void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires |
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ |
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void DrawRay(Ray ray, Color color); // Draw a ray line |
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kt">void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) |
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void DrawGizmo(Vector3 position); // Draw simple gizmo |
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void DrawLight(Light light); // Draw light in 3D world |
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kt">void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space |
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kt">void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space |
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space |
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RLAPI void DrawCircle3D(Vector3 centerpan>, floatspan> radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space |
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube |
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n">RLAPI void DrawCubeV(Vector3 position, n">Vector3 size, Color color); // Draw cube (Vector version) |
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires |
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RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured |
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RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere |
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n">RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters |
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n">RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires |
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RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone |
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RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires |
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n">RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ |
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line |
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) |
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n">RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo |
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n">RLAPI void DrawLight(Light light); // Draw light in 3D world |
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//DrawTorus(), DrawTeapot() are useless... |
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//------------------------------------------------------------------------------------ |
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// Model 3d Loading and Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) |
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Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) |
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Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) |
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model |
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) |
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void UnloadModel(Model model); // Unload 3d model from memory |
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Material LoadMaterial(const char *fileName); // Load material data (from file) |
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) |
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void UnloadMaterial(Material material); // Unload material textures from VRAM |
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) |
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) |
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture |
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec |
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits |
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres |
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes |
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere |
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere |
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection |
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bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box |
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap |
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RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) |
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RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) |
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RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) |
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model |
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) |
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory |
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RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube |
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file) |
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) |
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM |
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) |
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) |
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture |
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec |
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits |
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres |
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes |
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere |
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere |
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection |
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box |
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RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap |
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// NOTE: Return the normal vector of the impacted surface |
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//------------------------------------------------------------------------------------ |
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// Shaders System Functions (Module: rlgl) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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//------------------------------------------------------------------------------------ |
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations |
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void UnloadShader(Shader shader); // Unload a custom shader from memory |
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations |
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RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory |
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Shader GetDefaultShader(void); // Get default shader |
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Shader GetStandardShader(void); // Get standard shader |
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Texture2D GetDefaultTexture(void); // Get default texture |
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RLAPI Shader GetDefaultShader(void); // Get default shader |
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RLAPI Shader GetStandardShader(void); // Get standard shader |
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RLAPI Texture2D GetDefaultTexture(void); // Get default texture |
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) |
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) |
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) |
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) |
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void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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void EndShaderMode(void); // End custom shader drawing (use default shader) |
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) |
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool |
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void DestroyLight(Light light); // Destroy a light and take it out of the list |
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RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool |
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RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list |
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//------------------------------------------------------------------------------------ |
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// VR experience Functions (Module: rlgl) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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//------------------------------------------------------------------------------------ |
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void InitVrDevice(int vdDevice); // Init VR device |
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void CloseVrDevice(void); // Close VR device |
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void UpdateVrTracking(void); // Update VR tracking (position and orientation) |
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void BeginVrDrawing(void); // Begin VR drawing configuration |
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror) |
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready |
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) |
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RLAPI void InitVrDevice(int vdDevice); // Init VR device |
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RLAPI void CloseVrDevice(void); // Close VR device |
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready |
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RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation) |
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) |
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//------------------------------------------------------------------------------------ |
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// Audio Loading and Playing Functions (Module: audio) |
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|
//------------------------------------------------------------------------------------ |
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|
void InitAudioDevice(void); // Initialize audio device and context |
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void CloseAudioDevice(void); // Close the audio device and context (and music stream) |
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|
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet |
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Sound LoadSound(char *fileName); // Load sound to memory |
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data |
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) |
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void UnloadSound(Sound sound); // Unload sound |
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void PlaySound(Sound sound); // Play a sound |
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void PauseSound(Sound sound); // Pause a sound |
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void StopSound(Sound sound); // Stop playing a sound |
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bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing |
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) |
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) |
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int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) |
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void UpdateMusicStream(int index); // Updates buffers for music streaming |
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void StopMusicStream(int index); // Stop music playing (close stream) |
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void PauseMusicStream(int index); // Pause music playing |
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void ResumeMusicStream(int index); // Resume playing paused music |
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bool IsMusicPlaying(int index); // Check if music is playing |
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void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) |
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void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) |
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float GetMusicTimeLength(int index); // Get current music time length (in seconds) |
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float GetMusicTimePlayed(int index); // Get current music time played (in seconds) |
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int GetMusicStreamCount(void); // Get number of streams loaded |
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RLAPI void InitAudioDevice(void); // Initialize audio device and context |
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RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) |
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully |
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RLAPI Sound LoadSound(char *fileName); // Load sound to memory |
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data |
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RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) |
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RLAPI void UnloadSound(Sound sound); // Unload sound |
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RLAPI void PlaySound(Sound sound); // Play a sound |
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RLAPI void PauseSound(Sound sound); // Pause a sound |
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound |
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RLAPI void StopSound(Sound sound); // Stop playing a sound |
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing |
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) |
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) |
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RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file |
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RLAPI void UnloadMusicStream(Music music); // Unload music stream |
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RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) |
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming |
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RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) |
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RLAPI void PauseMusicStream(Music music); // Pause music playing |
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music |
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing |
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) |
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) |
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) |
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) |
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate, |
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unsigned int sampleSize, |
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unsigned int channels); // Init audio stream (to stream audio pcm data) |
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RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data |
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory |
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill |
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream |
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RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream |
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream |
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream |
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#ifdef __cplusplus |
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} |
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