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Review Android project

pull/186/merge
raysan5 8 years ago
parent
commit
4770e2010d
6 changed files with 388 additions and 351 deletions
  1. +1
    -2
      src/android/jni/Android.mk
  2. +4
    -2
      src/core.c
  3. +3
    -2
      templates/android_project/AndroidManifest.xml
  4. +1
    -3
      templates/android_project/jni/Android.mk
  5. +379
    -342
      templates/android_project/jni/include/raylib.h
  6. BIN
      templates/android_project/jni/libs/libraylib.a

+ 1
- 2
src/android/jni/Android.mk View File

@ -4,7 +4,7 @@
# #
# Static library compilation # Static library compilation
# #
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) # Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
# #
# This software is provided "as-is", without any express or implied warranty. In no event # This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software. # will the authors be held liable for any damages arising from the use of this software.
@ -42,7 +42,6 @@ LOCAL_SRC_FILES :=\
../../textures.c \ ../../textures.c \
../../text.c \ ../../text.c \
../../shapes.c \ ../../shapes.c \
../../gestures.c \
../../models.c \ ../../models.c \
../../utils.c \ ../../utils.c \
../../audio.c \ ../../audio.c \

+ 4
- 2
src/core.c View File

@ -48,8 +48,10 @@
#define GESTURES_IMPLEMENTATION #define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality #include "gestures.h" // Gestures detection functionality
#define CAMERA_IMPLEMENTATION #if !defined(PLATFORM_ANDROID)
#include "camera.h" // Camera system functionality #define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#endif
#include <stdio.h> // Standard input / output lib #include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit() #include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()

+ 3
- 2
templates/android_project/AndroidManifest.xml View File

@ -5,11 +5,12 @@
* This template has been created using raylib 1.2 (www.raylib.com) * This template has been created using raylib 1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* *
--> -->
<!-- NOTE: Game package name must be unique for every app/game -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" <manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.raysan5.raylib_test" package="com.raylib.game_sample"
android:versionCode="1" android:versionCode="1"
android:versionName="1.0" > android:versionName="1.0" >

+ 1
- 3
templates/android_project/jni/Android.mk View File

@ -4,7 +4,7 @@
# #
# Game template makefile # Game template makefile
# #
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) # Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
# #
# This software is provided "as-is", without any express or implied warranty. In no event # This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software. # will the authors be held liable for any damages arising from the use of this software.
@ -27,7 +27,6 @@
LOCAL_PATH := $(call my-dir) LOCAL_PATH := $(call my-dir)
# OpenAL module (prebuilt static library) # OpenAL module (prebuilt static library)
# NOTE: Shared library brokes the build! Why?
#-------------------------------------------------------------------- #--------------------------------------------------------------------
include $(CLEAR_VARS) include $(CLEAR_VARS)
@ -41,7 +40,6 @@ LOCAL_SRC_FILES := libs/libopenal.a
LOCAL_EXPORT_C_INCLUDES := include LOCAL_EXPORT_C_INCLUDES := include
# Build static library # Build static library
#include $(PREBUILT_SHARED_LIBRARY)
include $(PREBUILT_STATIC_LIBRARY) include $(PREBUILT_STATIC_LIBRARY)
#-------------------------------------------------------------------- #--------------------------------------------------------------------

+ 379
- 342
templates/android_project/jni/include/raylib.h View File

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

BIN
templates/android_project/jni/libs/libraylib.a View File


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