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@ -0,0 +1,905 @@ |
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/********************************************************************************************** |
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* |
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* raylib 1.5.0 (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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* Features: |
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* Library written in plain C code (C99) |
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* Uses C# PascalCase/camelCase notation |
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* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) |
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* Unique OpenGL abstraction layer [rlgl] |
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* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) |
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* Multiple textures support, including compressed formats and mipmaps generation |
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards |
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* Powerful math module for Vector and Matrix operations [raymath] |
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* Audio loading and playing with streaming support (WAV and OGG) |
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* Multiplatform support, including Android devices, Raspberry Pi and HTML5 |
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* |
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* Used external libs: |
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* GLFW3 (www.glfw.org) for window/context management and input |
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) |
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) |
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* stb_image_write (Sean Barret) for image writting (PNG) |
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* stb_vorbis (Sean Barret) for ogg audio loading |
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* stb_truetype (Sean Barret) for ttf fonts loading |
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* OpenAL Soft for audio device/context management |
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* tinfl for data decompression (DEFLATE algorithm) |
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* |
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* Some design decisions: |
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) |
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* One custom default font is loaded automatically when InitWindow() |
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads |
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* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) |
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* |
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* -- LICENSE -- |
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* |
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software: |
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* |
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* Copyright (c) 2013 Ramon Santamaria (@raysan5) |
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* |
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* This software is provided "as-is", without any express or implied warranty. In no event |
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* will the authors be held liable for any damages arising from the use of this software. |
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* |
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* Permission is granted to anyone to use this software for any purpose, including commercial |
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* applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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* |
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* 1. The origin of this software must not be misrepresented; you must not claim that you |
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* wrote the original software. If you use this software in a product, an acknowledgment |
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* in the product documentation would be appreciated but is not required. |
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* |
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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* as being the original software. |
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* |
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* 3. This notice may not be removed or altered from any source distribution. |
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* |
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**********************************************************************************************/ |
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#ifndef RAYLIB_H |
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#define RAYLIB_H |
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// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP |
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX |
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//#define PLATFORM_ANDROID // Android device |
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//#define PLATFORM_RPI // Raspberry Pi |
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) |
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) |
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// Security check in case no PLATFORM_* defined |
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) |
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#define PLATFORM_DESKTOP |
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#endif |
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#if defined(PLATFORM_ANDROID) |
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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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//---------------------------------------------------------------------------------- |
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// Some basic Defines |
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//---------------------------------------------------------------------------------- |
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#ifndef PI |
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#define PI 3.14159265358979323846 |
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#endif |
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#define DEG2RAD (PI/180.0f) |
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#define RAD2DEG (180.0f/PI) |
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// raylib Config Flags |
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#define FLAG_FULLSCREEN_MODE 1 |
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#define FLAG_SHOW_LOGO 2 |
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#define FLAG_SHOW_MOUSE_CURSOR 4 |
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#define FLAG_CENTERED_MODE 8 |
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#define FLAG_MSAA_4X_HINT 16 |
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#define FLAG_VSYNC_HINT 32 |
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// Keyboard Function Keys |
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#define KEY_SPACE 32 |
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#define KEY_ESCAPE 256 |
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#define KEY_ENTER 257 |
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#define KEY_BACKSPACE 259 |
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#define KEY_RIGHT 262 |
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#define KEY_LEFT 263 |
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#define KEY_DOWN 264 |
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#define KEY_UP 265 |
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#define KEY_F1 290 |
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#define KEY_F2 291 |
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#define KEY_F3 292 |
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#define KEY_F4 293 |
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#define KEY_F5 294 |
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#define KEY_F6 295 |
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#define KEY_F7 296 |
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#define KEY_F8 297 |
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#define KEY_F9 298 |
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#define KEY_F10 299 |
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#define KEY_F11 300 |
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#define KEY_F12 301 |
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#define KEY_LEFT_SHIFT 340 |
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#define KEY_LEFT_CONTROL 341 |
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#define KEY_LEFT_ALT 342 |
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#define KEY_RIGHT_SHIFT 344 |
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#define KEY_RIGHT_CONTROL 345 |
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#define KEY_RIGHT_ALT 346 |
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// Keyboard Alpha Numeric Keys |
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#define KEY_ZERO 48 |
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#define KEY_ONE 49 |
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#define KEY_TWO 50 |
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#define KEY_THREE 51 |
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#define KEY_FOUR 52 |
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#define KEY_FIVE 53 |
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#define KEY_SIX 54 |
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#define KEY_SEVEN 55 |
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#define KEY_EIGHT 56 |
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#define KEY_NINE 57 |
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#define KEY_A 65 |
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#define KEY_B 66 |
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#define KEY_C 67 |
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#define KEY_D 68 |
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#define KEY_E 69 |
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#define KEY_F 70 |
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#define KEY_G 71 |
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#define KEY_H 72 |
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#define KEY_I 73 |
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#define KEY_J 74 |
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#define KEY_K 75 |
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#define KEY_L 76 |
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#define KEY_M 77 |
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#define KEY_N 78 |
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#define KEY_O 79 |
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#define KEY_P 80 |
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#define KEY_Q 81 |
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#define KEY_R 82 |
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#define KEY_S 83 |
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#define KEY_T 84 |
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#define KEY_U 85 |
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#define KEY_V 86 |
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#define KEY_W 87 |
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#define KEY_X 88 |
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#define KEY_Y 89 |
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#define KEY_Z 90 |
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// Mouse Buttons |
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#define MOUSE_LEFT_BUTTON 0 |
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#if defined(PLATFORM_WEB) |
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#define MOUSE_RIGHT_BUTTON 2 |
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#define MOUSE_MIDDLE_BUTTON 1 |
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#else |
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#define MOUSE_RIGHT_BUTTON 1 |
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#define MOUSE_MIDDLE_BUTTON 2 |
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#endif |
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// Touch points registered |
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#define MAX_TOUCH_POINTS 2 |
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// Gamepad Number |
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#define GAMEPAD_PLAYER1 0 |
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#define GAMEPAD_PLAYER2 1 |
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#define GAMEPAD_PLAYER3 2 // Not supported |
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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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// Xbox360 USB Controller Buttons |
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#define GAMEPAD_XBOX_BUTTON_A 0 |
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#define GAMEPAD_XBOX_BUTTON_B 1 |
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#define GAMEPAD_XBOX_BUTTON_X 2 |
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#define GAMEPAD_XBOX_BUTTON_Y 3 |
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#define GAMEPAD_XBOX_BUTTON_LB 4 |
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#define GAMEPAD_XBOX_BUTTON_RB 5 |
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#define GAMEPAD_XBOX_BUTTON_SELECT 6 |
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#define GAMEPAD_XBOX_BUTTON_START 7 |
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#if defined(PLATFORM_RPI) |
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#define GAMEPAD_XBOX_AXIS_DPAD_X 7 |
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#define GAMEPAD_XBOX_AXIS_DPAD_Y 6 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 |
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#define GAMEPAD_XBOX_AXIS_LT 2 |
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#define GAMEPAD_XBOX_AXIS_RT 5 |
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#else |
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#define GAMEPAD_XBOX_BUTTON_UP 10 |
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#define GAMEPAD_XBOX_BUTTON_DOWN 12 |
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#define GAMEPAD_XBOX_BUTTON_LEFT 13 |
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 4 |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 |
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#define GAMEPAD_XBOX_AXIS_LT_RT 2 |
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#endif |
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 |
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 |
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// Android Physic Buttons |
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#define ANDROID_BACK 4 |
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#define ANDROID_MENU 82 |
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#define ANDROID_VOLUME_UP 24 |
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#define ANDROID_VOLUME_DOWN 25 |
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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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//---------------------------------------------------------------------------------- |
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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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#endif |
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#endif |
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// byte type |
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typedef unsigned char byte; |
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// Vector2 type |
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typedef struct Vector2 { |
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float x; |
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float y; |
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} Vector2; |
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// Vector3 type |
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typedef struct Vector3 { |
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float x; |
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float y; |
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float z; |
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} Vector3; |
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// Matrix type (OpenGL style 4x4 - right handed, column major) |
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typedef struct Matrix { |
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float m0, m4, m8, m12; |
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float m1, m5, m9, m13; |
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float m2, m6, m10, m14; |
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float m3, m7, m11, m15; |
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} Matrix; |
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// Color type, RGBA (32bit) |
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typedef struct Color { |
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unsigned char r; |
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unsigned char g; |
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unsigned char b; |
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unsigned char a; |
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} Color; |
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// Rectangle type |
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typedef struct Rectangle { |
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int x; |
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int y; |
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int width; |
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int height; |
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} Rectangle; |
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// Image type, bpp always RGBA (32bit) |
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// NOTE: Data stored in CPU memory (RAM) |
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typedef struct Image { |
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void *data; // Image raw data |
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int width; // Image base width |
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int height; // Image base height |
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int mipmaps; // Mipmap levels, 1 by default |
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int format; // Data format (TextureFormat) |
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} Image; |
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// Texture2D type, bpp always RGBA (32bit) |
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// NOTE: Data stored in GPU memory |
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typedef struct Texture2D { |
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unsigned int id; // OpenGL texture id |
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int width; // Texture base width |
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int height; // Texture base height |
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int mipmaps; // Mipmap levels, 1 by default |
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int format; // Data format (TextureFormat) |
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} Texture2D; |
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// RenderTexture2D type, for texture rendering |
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typedef struct RenderTexture2D { |
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unsigned int id; // Render texture (fbo) id |
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Texture2D texture; // Color buffer attachment texture |
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Texture2D depth; // Depth buffer attachment texture |
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} RenderTexture2D; |
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// SpriteFont type, includes texture and charSet array data |
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typedef struct SpriteFont { |
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Texture2D texture; // Font texture |
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int size; // Base size (default chars height) |
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int numChars; // Number of characters |
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int *charValues; // Characters values array |
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Rectangle *charRecs; // Characters rectangles within the texture |
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Vector2 *charOffsets; // Characters offsets (on drawing) |
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int *charAdvanceX; // Characters x advance (on drawing) |
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} SpriteFont; |
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// Camera type, defines a camera position/orientation in 3d space |
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typedef struct Camera { |
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Vector3 position; // Camera position |
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Vector3 target; // Camera target it looks-at |
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Vector3 up; // Camera up vector (rotation over its axis) |
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float fovy; // Camera field-of-view apperture in Y (degrees) |
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} Camera; |
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// Camera2D type, defines a 2d camera |
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typedef struct Camera2D { |
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Vector2 offset; // Camera offset (displacement from target) |
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Vector2 target; // Camera target (rotation and zoom origin) |
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float rotation; // Camera rotation in degrees |
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float zoom; // Camera zoom (scaling), should be 1.0f by default |
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} Camera2D; |
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// Bounding box type |
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typedef struct BoundingBox { |
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Vector3 min; // minimum vertex box-corner |
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Vector3 max; // maximum vertex box-corner |
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} BoundingBox; |
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// Vertex data definning a mesh |
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typedef struct Mesh { |
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int vertexCount; // number of vertices stored in arrays |
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int triangleCount; // number of triangles stored (indexed or not) |
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) |
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) |
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices;// vertex indices (in case vertex data comes indexed) |
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unsigned int vaoId; // OpenGL Vertex Array Object id |
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) |
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} 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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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) |
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int normalLoc; // Normal attribute location point (default-location = 2) |
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int tangentLoc; // Tangent attribute location point (default-location = 4) |
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int colorLoc; // Color attibute location point (default-location = 3) |
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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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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) |
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} Shader; |
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// Material type |
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typedef struct Material { |
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Shader shader; // Standard shader (supports 3 map textures) |
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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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// Model type |
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typedef struct Model { |
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Mesh mesh; // Vertex data buffers (RAM and VRAM) |
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Matrix transform; // Local transform matrix |
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Material material; // Shader and textures data |
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} Model; |
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// Light type |
|
|
|
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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|
|
// Light types |
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|
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; |
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// Ray type (useful for raycast) |
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|
typedef struct Ray { |
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|
Vector3 position; // Ray position (origin) |
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|
Vector3 direction; // Ray direction |
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|
} Ray; |
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|
// Sound source type |
|
|
|
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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|
} Sound; |
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|
// Wave type, defines audio wave data |
|
|
|
typedef struct Wave { |
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|
|
void *data; // Buffer data pointer |
|
|
|
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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|
// Texture formats |
|
|
|
// NOTE: Support depends on OpenGL version and platform |
|
|
|
typedef enum { |
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|
|
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) |
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|
UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) |
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|
UNCOMPRESSED_R5G6B5, // 16 bpp |
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|
UNCOMPRESSED_R8G8B8, // 24 bpp |
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|
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) |
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|
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) |
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|
UNCOMPRESSED_R8G8B8A8, // 32 bpp |
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|
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) |
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|
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) |
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|
COMPRESSED_DXT3_RGBA, // 8 bpp |
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|
COMPRESSED_DXT5_RGBA, // 8 bpp |
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|
COMPRESSED_ETC1_RGB, // 4 bpp |
|
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|
COMPRESSED_ETC2_RGB, // 4 bpp |
|
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|
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp |
|
|
|
COMPRESSED_PVRT_RGB, // 4 bpp |
|
|
|
COMPRESSED_PVRT_RGBA, // 4 bpp |
|
|
|
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp |
|
|
|
COMPRESSED_ASTC_8x8_RGBA // 2 bpp |
|
|
|
} TextureFormat; |
|
|
|
|
|
|
|
// Color blending modes (pre-defined) |
|
|
|
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; |
|
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|
|
|
// Gestures type |
|
|
|
// NOTE: It could be used as flags to enable only some gestures |
|
|
|
typedef enum { |
|
|
|
GESTURE_NONE = 0, |
|
|
|
GESTURE_TAP = 1, |
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|
|
GESTURE_DOUBLETAP = 2, |
|
|
|
GESTURE_HOLD = 4, |
|
|
|
GESTURE_DRAG = 8, |
|
|
|
GESTURE_SWIPE_RIGHT = 16, |
|
|
|
GESTURE_SWIPE_LEFT = 32, |
|
|
|
GESTURE_SWIPE_UP = 64, |
|
|
|
GESTURE_SWIPE_DOWN = 128, |
|
|
|
GESTURE_PINCH_IN = 256, |
|
|
|
GESTURE_PINCH_OUT = 512 |
|
|
|
} 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 |
|
|
|
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
|
|
|
|
|
|
|
// Head Mounted Display devices |
|
|
|
typedef enum { |
|
|
|
HMD_DEFAULT_DEVICE = 0, |
|
|
|
HMD_OCULUS_RIFT_DK2, |
|
|
|
HMD_OCULUS_RIFT_CV1, |
|
|
|
HMD_VALVE_HTC_VIVE, |
|
|
|
HMD_SAMSUNG_GEAR_VR, |
|
|
|
HMD_GOOGLE_CARDBOARD, |
|
|
|
HMD_SONY_PLAYSTATION_VR, |
|
|
|
HMD_RAZER_OSVR, |
|
|
|
HMD_FOVE_VR, |
|
|
|
} HmdDevice; |
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
extern "C" { // Prevents name mangling of functions |
|
|
|
#endif |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Global Variables Definition |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// It's lonely here... |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Window and Graphics Device Functions (Module: core) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
#if defined(PLATFORM_ANDROID) |
|
|
|
void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics |
|
|
|
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
|
|
|
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics |
|
|
|
#endif |
|
|
|
|
|
|
|
void CloseWindow(void); // Close Window and Terminate Context |
|
|
|
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed |
|
|
|
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) |
|
|
|
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) |
|
|
|
int GetScreenWidth(void); // Get current screen width |
|
|
|
int GetScreenHeight(void); // Get current screen height |
|
|
|
|
|
|
|
void ShowCursor(void); // Shows cursor |
|
|
|
void HideCursor(void); // Hides cursor |
|
|
|
bool IsCursorHidden(void); // Returns true if cursor is not visible |
|
|
|
void EnableCursor(void); // Enables cursor |
|
|
|
void DisableCursor(void); // Disables cursor |
|
|
|
|
|
|
|
void ClearBackground(Color color); // Sets Background Color |
|
|
|
void BeginDrawing(void); // Setup drawing canvas to start drawing |
|
|
|
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) |
|
|
|
|
|
|
|
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera |
|
|
|
void End2dMode(void); // Ends 2D mode custom camera usage |
|
|
|
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) |
|
|
|
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode |
|
|
|
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing |
|
|
|
void EndTextureMode(void); // Ends drawing to render texture |
|
|
|
|
|
|
|
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
|
|
|
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position |
|
|
|
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) |
|
|
|
|
|
|
|
void SetTargetFPS(int fps); // Set target FPS (maximum) |
|
|
|
float GetFPS(void); // Returns current FPS |
|
|
|
float GetFrameTime(void); // Returns time in seconds for one frame |
|
|
|
|
|
|
|
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
|
|
|
int GetHexValue(Color color); // Returns hexadecimal value for a Color |
|
|
|
float *ColorToFloat(Color color); // Converts Color to float array and normalizes |
|
|
|
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array |
|
|
|
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array |
|
|
|
|
|
|
|
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
|
|
|
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
|
|
|
|
|
|
|
void 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) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
|
|
|
bool IsKeyPressed(int key); // Detect if a key has been pressed once |
|
|
|
bool IsKeyDown(int key); // Detect if a key is being pressed |
|
|
|
bool IsKeyReleased(int key); // Detect if a key has been released once |
|
|
|
bool IsKeyUp(int key); // Detect if a key is NOT being pressed |
|
|
|
int GetKeyPressed(void); // Get latest key pressed |
|
|
|
void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
|
|
|
|
|
|
|
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
|
|
|
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
|
|
|
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once |
|
|
|
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
|
|
|
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
|
|
|
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
|
|
|
#endif |
|
|
|
|
|
|
|
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
|
|
|
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
|
|
|
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once |
|
|
|
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed |
|
|
|
int GetMouseX(void); // Returns mouse position X |
|
|
|
int GetMouseY(void); // Returns mouse position Y |
|
|
|
Vector2 GetMousePosition(void); // Returns mouse position XY |
|
|
|
void SetMousePosition(Vector2 position); // Set mouse position XY |
|
|
|
int GetMouseWheelMove(void); // Returns mouse wheel movement Y |
|
|
|
|
|
|
|
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) |
|
|
|
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) |
|
|
|
|
|
|
|
#if defined(PLATFORM_ANDROID) |
|
|
|
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed |
|
|
|
bool IsButtonDown(int button); // Detect if an android physic button is being pressed |
|
|
|
bool IsButtonReleased(int button); // Detect if an android physic button has been released |
|
|
|
#endif |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Gestures and Touch Handling Functions (Module: gestures) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags |
|
|
|
bool IsGestureDetected(int gesture); // Check if a gesture have been detected |
|
|
|
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures |
|
|
|
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) |
|
|
|
|
|
|
|
int GetTouchPointsCount(void); // Get touch points count |
|
|
|
int GetGestureDetected(void); // Get latest detected gesture |
|
|
|
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds |
|
|
|
Vector2 GetGestureDragVector(void); // Get gesture drag vector |
|
|
|
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) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
|
|
|
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) |
|
|
|
|
|
|
|
void SetCameraPosition(Vector3 position); // Set internal camera position |
|
|
|
void SetCameraTarget(Vector3 target); // Set internal camera target |
|
|
|
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) |
|
|
|
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) |
|
|
|
|
|
|
|
void SetCameraMoveControls(int frontKey, int backKey, |
|
|
|
int leftKey, int rightKey, |
|
|
|
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) |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Basic Shapes Drawing Functions (Module: shapes) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
void DrawPixel(int posX, int posY, Color color); // Draw a pixel |
|
|
|
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) |
|
|
|
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line |
|
|
|
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) |
|
|
|
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle |
|
|
|
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle |
|
|
|
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) |
|
|
|
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline |
|
|
|
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle |
|
|
|
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle |
|
|
|
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle |
|
|
|
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) |
|
|
|
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline |
|
|
|
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle |
|
|
|
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline |
|
|
|
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) |
|
|
|
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points |
|
|
|
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines |
|
|
|
|
|
|
|
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
|
|
|
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
|
|
|
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
|
|
|
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision |
|
|
|
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
|
|
|
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle |
|
|
|
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle |
|
|
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//------------------------------------------------------------------------------------ |
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// Texture Loading and Drawing Functions (Module: textures) |
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//------------------------------------------------------------------------------------ |
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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) |
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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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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D |
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters |
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle |
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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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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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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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//------------------------------------------------------------------------------------ |
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// Basic 3d Shapes Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space |
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space |
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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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void DrawCubeTexture(Texture2D texture, Vector3 position, 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, int rings, int slices, Color color); // Draw sphere wires |
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone |
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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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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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//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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// 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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Shader GetDefaultShader(void); // Get default shader |
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Shader GetStandardShader(void); // Get default shader |
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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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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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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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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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//------------------------------------------------------------------------------------ |
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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 hmdDevice); // 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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//------------------------------------------------------------------------------------ |
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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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#ifdef __cplusplus |
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} |
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#endif |
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#endif // RAYLIB_H |