| @ -0,0 +1,376 @@ | |||
| /********************************************************************************************* | |||
| * | |||
| * raylib 1.0 (www.raylib.com) | |||
| * | |||
| * A simple and easy-to-use library to learn C videogames programming | |||
| * | |||
| * Features: | |||
| * Library written in plain C code (C99) | |||
| * Uses C# PascalCase/camelCase notation | |||
| * Hardware accelerated with OpenGL 1.1 | |||
| * Powerful fonts module with SpriteFonts support | |||
| * Basic 3d support for Shapes and Models | |||
| * Audio loading and playing | |||
| * | |||
| * Used external libs: | |||
| * GLFW3 (www.glfw.org) for window/context management and input | |||
| * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) | |||
| * OpenAL Soft for audio device/context management | |||
| * | |||
| * Some design decisions: | |||
| * 32bit Colors - All defined color are always RGBA | |||
| * 32bit Textures - All loaded images are converted automatically to RGBA textures | |||
| * SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures | |||
| * One custom default font is loaded automatically when InitWindow() | |||
| * | |||
| * -- LICENSE (raylib v1.0, November 2013) -- | |||
| * | |||
| * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
| * BSD-like license that allows static linking with closed source software: | |||
| * | |||
| * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) | |||
| * | |||
| * This software is provided "as-is", without any express or implied warranty. In no event | |||
| * will the authors be held liable for any damages arising from the use of this software. | |||
| * | |||
| * Permission is granted to anyone to use this software for any purpose, including commercial | |||
| * applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||
| * | |||
| * 1. The origin of this software must not be misrepresented; you must not claim that you | |||
| * wrote the original software. If you use this software in a product, an acknowledgment | |||
| * in the product documentation would be appreciated but is not required. | |||
| * | |||
| * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||
| * as being the original software. | |||
| * | |||
| * 3. This notice may not be removed or altered from any source distribution. | |||
| * | |||
| **********************************************************************************************/ | |||
| #ifndef RAYLIB_H | |||
| #define RAYLIB_H | |||
| //#define NO_AUDIO // Audio is still being tested, deactivated by default | |||
| //---------------------------------------------------------------------------------- | |||
| // Some basic Defines | |||
| //---------------------------------------------------------------------------------- | |||
| #ifndef PI | |||
| #define PI 3.14159265358979323846 | |||
| #endif | |||
| #define DEG2RAD (PI / 180.0) | |||
| #define RAD2DEG (180.0 / PI) | |||
| // Keyboard Function Keys | |||
| #define KEY_SPACE 32 | |||
| #define KEY_ESCAPE 256 | |||
| #define KEY_ENTER 257 | |||
| #define KEY_RIGHT 262 | |||
| #define KEY_LEFT 263 | |||
| #define KEY_DOWN 264 | |||
| #define KEY_UP 265 | |||
| #define KEY_F1 290 | |||
| #define KEY_F2 291 | |||
| #define KEY_F3 292 | |||
| #define KEY_F4 293 | |||
| #define KEY_F5 294 | |||
| #define KEY_F6 295 | |||
| #define KEY_F7 296 | |||
| #define KEY_F8 297 | |||
| #define KEY_F9 298 | |||
| #define KEY_F10 299 | |||
| #define KEY_LEFT_SHIFT 340 | |||
| #define KEY_LEFT_CONTROL 341 | |||
| #define KEY_LEFT_ALT 342 | |||
| #define KEY_RIGHT_SHIFT 344 | |||
| #define KEY_RIGHT_CONTROL 345 | |||
| #define KEY_RIGHT_ALT 346 | |||
| // Mouse Buttons | |||
| #define MOUSE_LEFT_BUTTON 0 | |||
| #define MOUSE_RIGHT_BUTTON 1 | |||
| #define MOUSE_MIDDLE_BUTTON 2 | |||
| // Gamepad Number | |||
| #define GAMEPAD_PLAYER1 0 | |||
| #define GAMEPAD_PLAYER2 1 | |||
| #define GAMEPAD_PLAYER3 2 | |||
| #define GAMEPAD_PLAYER4 3 | |||
| // Gamepad Buttons | |||
| // NOTE: Adjusted for a PS3 USB Controller | |||
| #define GAMEPAD_BUTTON_A 2 | |||
| #define GAMEPAD_BUTTON_B 1 | |||
| #define GAMEPAD_BUTTON_X 3 | |||
| #define GAMEPAD_BUTTON_Y 4 | |||
| #define GAMEPAD_BUTTON_R1 7 | |||
| #define GAMEPAD_BUTTON_R2 5 | |||
| #define GAMEPAD_BUTTON_L1 6 | |||
| #define GAMEPAD_BUTTON_L2 8 | |||
| #define GAMEPAD_BUTTON_SELECT 9 | |||
| #define GAMEPAD_BUTTON_START 10 | |||
| // TODO: Review Xbox360 USB Controller Buttons | |||
| // Some Basic Colors | |||
| // NOTE: Custom raylib color palette for amazing visuals on WHITE background | |||
| #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray | |||
| #define GRAY (Color){ 130, 130, 130, 255 } // Gray | |||
| #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray | |||
| #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow | |||
| #define GOLD (Color){ 255, 203, 0, 255 } // Gold | |||
| #define ORANGE (Color){ 255, 161, 0, 255 } // Orange | |||
| #define PINK (Color){ 255, 109, 194, 255 } // Pink | |||
| #define RED (Color){ 230, 41, 55, 255 } // Red | |||
| #define MAROON (Color){ 190, 33, 55, 255 } // Maroon | |||
| #define GREEN (Color){ 0, 228, 48, 255 } // Green | |||
| #define LIME (Color){ 0, 158, 47, 255 } // Lime | |||
| #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green | |||
| #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue | |||
| #define BLUE (Color){ 0, 121, 241, 255 } // Blue | |||
| #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue | |||
| #define PURPLE (Color){ 200, 122, 255, 255 } // Purple | |||
| #define VIOLET (Color){ 135, 60, 190, 255 } // Violet | |||
| #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple | |||
| #define BEIGE (Color){ 211, 176, 131, 255 } // Beige | |||
| #define BROWN (Color){ 127, 106, 79, 255 } // Brown | |||
| #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown | |||
| #define WHITE (Color){ 255, 255, 255, 255 } // White | |||
| #define BLACK (Color){ 0, 0, 0, 255 } // Black | |||
| #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) | |||
| #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta | |||
| #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) | |||
| //---------------------------------------------------------------------------------- | |||
| // Types and Structures Definition | |||
| //---------------------------------------------------------------------------------- | |||
| // Boolean type | |||
| typedef enum { false, true } bool; | |||
| // Color type, RGBA (32bit) | |||
| typedef struct Color { | |||
| unsigned char r; | |||
| unsigned char g; | |||
| unsigned char b; | |||
| unsigned char a; | |||
| } Color; | |||
| // Rectangle type | |||
| typedef struct Rectangle { | |||
| int x; | |||
| int y; | |||
| int width; | |||
| int height; | |||
| } Rectangle; | |||
| // Image type, bpp always RGBA (32bit) | |||
| // NOTE: Data stored in CPU memory (RAM) | |||
| typedef struct Image { | |||
| Color *pixels; | |||
| int width; | |||
| int height; | |||
| } Image; | |||
| // Texture2D type, bpp always RGBA (32bit) | |||
| // NOTE: Data stored in GPU memory | |||
| typedef struct Texture2D { | |||
| unsigned int glId; | |||
| int width; | |||
| int height; | |||
| } Texture2D; | |||
| // SpriteFont one Character (Glyph) data, defined in text module | |||
| typedef struct Character Character; | |||
| // SpriteFont type, includes texture and charSet array data | |||
| typedef struct SpriteFont { | |||
| Texture2D texture; | |||
| int numChars; | |||
| Character *charSet; | |||
| } SpriteFont; | |||
| // Vector2 type | |||
| typedef struct Vector2 { | |||
| float x; | |||
| float y; | |||
| } Vector2; | |||
| // Vector3 type | |||
| typedef struct Vector3 { | |||
| float x; | |||
| float y; | |||
| float z; | |||
| } Vector3; | |||
| // Camera type, defines a camera position/orientation in 3d space | |||
| typedef struct Camera { | |||
| Vector3 position; | |||
| Vector3 target; | |||
| Vector3 up; | |||
| } Camera; | |||
| // Basic 3d Model type | |||
| typedef struct Model { | |||
| int numVertices; | |||
| Vector3 *vertices; | |||
| Vector2 *texcoords; | |||
| Vector3 *normals; | |||
| } Model; | |||
| // Basic Sound source and buffer | |||
| typedef struct Sound { | |||
| unsigned int source; | |||
| unsigned int buffer; | |||
| } Sound; | |||
| #ifdef __cplusplus | |||
| extern "C" { // Prevents name mangling of functions | |||
| #endif | |||
| //------------------------------------------------------------------------------------ | |||
| // Global Variables Definition | |||
| //------------------------------------------------------------------------------------ | |||
| // It's lonely here... | |||
| //------------------------------------------------------------------------------------ | |||
| // Window and Graphics Device Functions (Module: core) | |||
| //------------------------------------------------------------------------------------ | |||
| void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) | |||
| void CloseWindow(); // Close Window and Terminate Context | |||
| bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed | |||
| void ToggleFullscreen(); // Fullscreen toggle (by default F11) | |||
| void ClearBackground(Color color); // Sets Background Color | |||
| void BeginDrawing(); // Setup drawing canvas to start drawing | |||
| void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) | |||
| void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) | |||
| void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode | |||
| void SetTargetFPS(int fps); // Set target FPS (maximum) | |||
| float GetFPS(); // Returns current FPS | |||
| float GetFrameTime(); // Returns time in seconds for one frame | |||
| Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value | |||
| int GetHexValue(Color color); // Returns hexadecimal value for a Color | |||
| //------------------------------------------------------------------------------------ | |||
| // Input Handling Functions (Module: core) | |||
| //------------------------------------------------------------------------------------ | |||
| bool IsKeyPressed(int key); // Detect if a key is being pressed | |||
| bool IsKeyReleased(int key); // Detect if a key is NOT being pressed | |||
| bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed | |||
| bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed | |||
| int GetMouseX(); // Returns mouse position X | |||
| int GetMouseY(); // Returns mouse position Y | |||
| Vector2 GetMousePosition(); // Returns mouse position XY | |||
| bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available | |||
| Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad | |||
| bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed | |||
| bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed | |||
| //------------------------------------------------------------------------------------ | |||
| // Basic Shapes Drawing Functions (Module: shapes) | |||
| //------------------------------------------------------------------------------------ | |||
| void DrawPixel(int posX, int posY, Color color); // Draw a pixel | |||
| void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) | |||
| void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line | |||
| void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) | |||
| void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle | |||
| void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle | |||
| void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) | |||
| void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline | |||
| void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle | |||
| void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle | |||
| void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle | |||
| void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) | |||
| void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline | |||
| void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle | |||
| void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline | |||
| void DrawPoly(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points | |||
| void DrawPolyLine(Vector2 *points, int numPoints, Color color); // Draw polygon lines | |||
| //------------------------------------------------------------------------------------ | |||
| // Texture Loading and Drawing Functions (Module: textures) | |||
| //------------------------------------------------------------------------------------ | |||
| Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) | |||
| void UnloadImage(Image image); // Unload image from CPU memory (RAM) | |||
| Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory | |||
| //Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) | |||
| void UnloadTexture(Texture2D texture); // Unload texture from GPU memory | |||
| void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D | |||
| 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, float scale, Color tint); // Draw a part of a texture defined by a rectangle | |||
| //------------------------------------------------------------------------------------ | |||
| // Font Loading and Text Drawing Functions (Module: text) | |||
| //------------------------------------------------------------------------------------ | |||
| SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory | |||
| void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory | |||
| void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font) | |||
| void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont | |||
| int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font | |||
| Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont | |||
| int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) | |||
| void DrawFps(int posX, int posY); // Shows current FPS on top-left corner | |||
| const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' | |||
| //------------------------------------------------------------------------------------ | |||
| // Basic 3d Shapes Drawing Functions (Module: models) | |||
| //------------------------------------------------------------------------------------ | |||
| void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube | |||
| void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) | |||
| void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires | |||
| void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere | |||
| void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters | |||
| void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires | |||
| void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone | |||
| void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires | |||
| void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane | |||
| void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions | |||
| void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) | |||
| void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) | |||
| //DrawTorus(), DrawTeapot() are useless... | |||
| //------------------------------------------------------------------------------------ | |||
| // Model 3d Loading and Drawing Functions (Module: models) | |||
| //------------------------------------------------------------------------------------ | |||
| Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) | |||
| void UnloadModel(Model model); // Unload 3d model from memory | |||
| void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model | |||
| void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model | |||
| void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires | |||
| // NOTE: The following functions work but are incomplete or require some revision | |||
| // DrawHeightmap is extremely inefficient and can impact performance up to 60% | |||
| void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) | |||
| void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) | |||
| void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x) | |||
| void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x) | |||
| #ifndef NO_AUDIO | |||
| //------------------------------------------------------------------------------------ | |||
| // Audio Loading and Playing Functions (Module: audio) | |||
| //------------------------------------------------------------------------------------ | |||
| void InitAudioDevice(); // Initialize audio device and context | |||
| void CloseAudioDevice(); // Close the audio device and context | |||
| Sound LoadSound(char *fileName); // Load sound to memory | |||
| void UnloadSound(Sound sound); // Unload sound | |||
| void PlaySound(Sound sound); // Play a sound | |||
| void PlaySoundEx(Sound sound, float timePosition, bool loop); // Play a sound with extended parameters | |||
| void PauseSound(Sound sound); // Pause a sound | |||
| void StopSound(Sound sound); // Stop playing a sound | |||
| #endif // NO_AUDIO | |||
| #ifdef __cplusplus | |||
| } | |||
| #endif | |||
| #endif // RAYLIB_H | |||