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@ -0,0 +1,506 @@ |
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/********************************************************************************************** |
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* |
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* raylib 1.2 (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 |
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* Multiple textures support, including DDS 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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* GLEW for OpenGL extensions loading (3.3+ and ES2) |
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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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* 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 |
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* 32bit Textures - All loaded images are converted automatically to RGBA textures |
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures |
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* One custom default font is loaded automatically when InitWindow() |
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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) |
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* |
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* -- LICENSE (raylib v1.2, September 2014) -- |
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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 (Ray San - raysan@raysanweb.com) |
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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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// 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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#include <android_native_app_glue.h> // Defines android_app struct |
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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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// 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_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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// Mouse Buttons |
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#define MOUSE_LEFT_BUTTON 0 |
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#define MOUSE_RIGHT_BUTTON 1 |
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#define MOUSE_MIDDLE_BUTTON 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 |
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#define GAMEPAD_PLAYER4 3 |
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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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// TODO: Review Xbox360 USB Controller Buttons |
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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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// Boolean type |
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typedef enum { false, true } bool; |
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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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// 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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Color *pixels; |
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int width; |
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int height; |
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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 id |
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int width; |
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int height; |
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} Texture2D; |
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// Character type (one font glyph) |
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typedef struct Character { |
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int value; //char value = ' '; (int)value = 32; |
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int x; |
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int y; |
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int w; |
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int h; |
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} Character; |
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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; |
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int numChars; |
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Character *charSet; |
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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; |
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Vector3 target; |
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Vector3 up; |
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} Camera; |
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// Vertex data definning a mesh |
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typedef struct VertexData { |
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int vertexCount; |
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float *vertices; // 3 components per vertex |
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float *texcoords; // 2 components per vertex |
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float *normals; // 3 components per vertex |
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unsigned char *colors; // 4 components per vertex |
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} VertexData; |
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// 3d Model type |
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// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) |
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typedef struct Model { |
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VertexData mesh; |
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unsigned int vaoId; |
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unsigned int vboId[4]; |
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unsigned int textureId; |
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//Matrix transform; |
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} Model; |
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// Sound source type |
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typedef struct Sound { |
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unsigned int source; |
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unsigned int buffer; |
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} Sound; |
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// Wave type, defines audio wave data |
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typedef struct Wave { |
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void *data; // Buffer data pointer |
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unsigned int dataSize; // Data size in bytes |
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unsigned int sampleRate; |
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short bitsPerSample; |
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short channels; |
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} Wave; |
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#ifdef __cplusplus |
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extern "C" { // Prevents name mangling of functions |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Global Variables Definition |
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//------------------------------------------------------------------------------------ |
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// It's lonely here... |
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//------------------------------------------------------------------------------------ |
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// Window and Graphics Device Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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#if defined(PLATFORM_ANDROID) |
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void InitWindow(int width, int height, struct android_app *state); // Init Android activity |
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics |
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#endif |
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void CloseWindow(void); // Close Window and Terminate Context |
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed |
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) |
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image |
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
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#endif |
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int GetScreenWidth(void); // Get current screen width |
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int GetScreenHeight(void); // Get current screen height |
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int GetKeyPressed(void); // Get latest key pressed |
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void ClearBackground(Color color); // Sets Background Color |
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void BeginDrawing(void); // Setup drawing canvas to start drawing |
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) |
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) |
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode |
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void SetTargetFPS(int fps); // Set target FPS (maximum) |
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float GetFPS(void); // Returns current FPS |
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float GetFrameTime(void); // Returns time in seconds for one frame |
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
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int GetHexValue(Color color); // Returns hexadecimal value for a Color |
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
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void SetupFlags(char flags); // Enable some window configurations |
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) |
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//------------------------------------------------------------------------------------ |
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// Input Handling Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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bool IsKeyPressed(int key); // Detect if a key has been pressed once |
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bool IsKeyDown(int key); // Detect if a key is being pressed |
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bool IsKeyReleased(int key); // Detect if a key has been released once |
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed |
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
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bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once |
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bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed |
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int GetMouseX(void); // Returns mouse position X |
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int GetMouseY(void); // Returns mouse position Y |
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Vector2 GetMousePosition(void); // Returns mouse position XY |
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void SetMousePosition(Vector2 position); // Set mouse position XY |
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y |
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#endif |
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#if defined(PLATFORM_DESKTOP) |
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad |
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once |
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
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#endif |
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#if defined(PLATFORM_ANDROID) |
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bool IsScreenTouched(void); // Detect screen touch event |
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int GetTouchX(void); // Returns touch position X |
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int GetTouchY(void); // Returns touch position Y |
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Vector2 GetTouchPosition(void); // Returns touch position XY |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Basic Shapes Drawing Functions (Module: shapes) |
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//------------------------------------------------------------------------------------ |
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void DrawPixel(int posX, int posY, Color color); // Draw a pixel |
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void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) |
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line |
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) |
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void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle |
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle |
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void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) |
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void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline |
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void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle |
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void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle |
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle |
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void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) |
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline |
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle |
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline |
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) |
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void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points |
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void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines |
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision |
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle |
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle |
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//------------------------------------------------------------------------------------ |
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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 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 LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) |
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Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps) |
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Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() |
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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 ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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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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int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height) |
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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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//------------------------------------------------------------------------------------ |
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// Basic 3d Shapes Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube |
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) |
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires |
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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 DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad |
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane |
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions |
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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 DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters |
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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 LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) |
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Model LoadHeightmap(Image heightmap, float maxHeight); // 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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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model |
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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 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters |
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) |
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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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//------------------------------------------------------------------------------------ |
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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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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 SoundIsPlaying(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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void PlayMusicStream(char *fileName); // Start music playing (open stream) |
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void StopMusicStream(void); // Stop music playing (close stream) |
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void PauseMusicStream(void); // Pause music playing |
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void ResumeMusicStream(void); // Resume playing paused music |
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bool MusicIsPlaying(void); // Check if music is playing |
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) |
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float GetMusicTimeLength(void); // Get current music time length (in seconds) |
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float GetMusicTimePlayed(void); // Get current music time played (in seconds) |
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#ifdef __cplusplus |
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} |
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#endif |
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#endif // RAYLIB_H |