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@ -6,37 +6,39 @@ |
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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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* Uses PascalCase/camelCase notation |
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* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) |
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* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] |
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* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) |
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* Multiple textures support, including compressed formats and mipmaps generation |
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* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps |
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* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support |
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* Powerful math module for Vector, Matrix and Quaternion operations [raymath] |
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* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) |
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* Powerful math module for Vector, Matrix and Quaternion l">operations: [raymath] |
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* Audio loading and playing with streaming support and mixing channels [audio] |
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* VR stereo rendering support with configurable HMD device parameters |
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* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 |
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* Custom color palette for fancy visuals on raywhite background |
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* Minimal external dependencies (GLFW3, OpenGL, OpenAL) |
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* Complete binding for LUA [rlua] |
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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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* jar_xm (Joshua Reisenauer) for XM audio module loading |
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* jar_mod (Joshua Reisenauer) for MOD audio module 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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* External libs: |
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* GLFW3 (www.glfw.org) for window/context management and input [core] |
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] |
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] |
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* stb_image_write (Sean Barret) for image writting (PNG) [utils] |
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* stb_truetype (Sean Barret) for ttf fonts loading [text] |
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* stb_vorbis (Sean Barret) for ogg audio loading [audio] |
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] |
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] |
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* dr_flac (David Reid) for FLAC audio file loading [audio] |
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* OpenAL Soft for audio device/context management [audio] |
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* tinfl for data decompression (DEFLATE algorithm) [utils] |
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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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* One custom default font could be loaded automatically when InitWindow() [core] |
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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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* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) |
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* |
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* -- LICENSE -- |
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* |
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@ -77,10 +79,6 @@ |
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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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#if defined(_WIN32) && defined(BUILDING_DLL) |
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL |
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#elif defined(_WIN32) && defined(RAYLIB_DLL) |
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@ -93,7 +91,7 @@ |
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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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#define PI 3.14159265358979323846f |
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#endif |
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#define DEG2RAD (PI/180.0f) |
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@ -101,11 +99,12 @@ |
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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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#define FLAG_RESIZABLE_WINDOW 2 |
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#define FLAG_SHOW_LOGO 4 |
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#define FLAG_SHOW_MOUSE_CURSOR 8 |
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#define FLAG_CENTERED_MODE 16 |
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#define FLAG_MSAA_4X_HINT 32 |
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#define FLAG_VSYNC_HINT 64 |
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// Keyboard Function Keys |
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#define KEY_SPACE 32 |
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@ -173,15 +172,18 @@ |
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#define KEY_Y 89 |
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#define KEY_Z 90 |
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#if defined(PLATFORM_ANDROID) |
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// Android Physical Buttons |
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#define KEY_BACK 4 |
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#define KEY_MENU 82 |
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#define KEY_VOLUME_UP 24 |
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#define KEY_VOLUME_DOWN 25 |
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#endif |
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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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#define MOUSE_RIGHT_BUTTON 1 |
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#define MOUSE_MIDDLE_BUTTON 2 |
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// Touch points registered |
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#define MAX_TOUCH_POINTS 2 |
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@ -189,24 +191,35 @@ |
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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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#define GAMEPAD_PLAYER3 2 |
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#define GAMEPAD_PLAYER4 3 |
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// Gamepad Buttons |
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// Gamepad Buttons/Axis |
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// PS3 USB Controller |
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#define GAMEPAD_PS3_BUTTON_A 2 |
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#define GAMEPAD_PS3_BUTTON_B 1 |
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#define GAMEPAD_PS3_BUTTON_X 3 |
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#define GAMEPAD_PS3_BUTTON_Y 4 |
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// PS3 USB Controller Buttons |
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#define GAMEPAD_PS3_BUTTON_TRIANGLE 0 |
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#define GAMEPAD_PS3_BUTTON_CIRCLE 1 |
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#define GAMEPAD_PS3_BUTTON_CROSS 2 |
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#define GAMEPAD_PS3_BUTTON_SQUARE 3 |
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#define GAMEPAD_PS3_BUTTON_L1 6 |
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#define GAMEPAD_PS3_BUTTON_R1 7 |
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#define GAMEPAD_PS3_BUTTON_L2 4 |
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#define GAMEPAD_PS3_BUTTON_R2 5 |
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#define GAMEPAD_PS3_BUTTON_L1 6 |
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#define GAMEPAD_PS3_BUTTON_L2 8 |
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#define GAMEPAD_PS3_BUTTON_START 8 |
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#define GAMEPAD_PS3_BUTTON_SELECT 9 |
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#define GAMEPAD_PS3_BUTTON_START 10 |
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// TODO: Add PS3 d-pad axis |
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#define GAMEPAD_PS3_BUTTON_UP 24 |
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#define GAMEPAD_PS3_BUTTON_RIGHT 25 |
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#define GAMEPAD_PS3_BUTTON_DOWN 26 |
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#define GAMEPAD_PS3_BUTTON_LEFT 27 |
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#define GAMEPAD_PS3_BUTTON_PS 12 |
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// PS3 USB Controller Axis |
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#define GAMEPAD_PS3_AXIS_LEFT_X 0 |
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#define GAMEPAD_PS3_AXIS_LEFT_Y 1 |
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#define GAMEPAD_PS3_AXIS_RIGHT_X 2 |
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#define GAMEPAD_PS3_AXIS_RIGHT_Y 5 |
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#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) |
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#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) |
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// Xbox360 USB Controller Buttons |
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#define GAMEPAD_XBOX_BUTTON_A 0 |
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@ -217,33 +230,30 @@ |
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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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#define GAMEPAD_XBOX_BUTTON_UP 10 |
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11 |
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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_HOME 8 |
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// Xbox360 USB Controller Axis |
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// NOTE: For Raspberry Pi, axis must be reconfigured |
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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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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) |
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) |
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#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) |
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) |
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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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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) |
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) |
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) |
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) |
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#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) |
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) |
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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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// NOTE: MSC C++ compiler does not support compound literals (C99 feature) |
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// Plain structures in C++ (without constructors) can be initialized from { } initializers. |
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#ifdef __cplusplus |
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@ -297,9 +307,6 @@ |
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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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@ -427,7 +434,9 @@ typedef struct Shader { |
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// Uniform locations |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int tintColorLoc; // Diffuse color uniform location point (fragment shader) |
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int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) |
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int colAmbientLoc; // Ambient color uniform location point (fragment shader) |
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int colSpecularLoc; // Specular 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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@ -464,7 +473,7 @@ typedef struct LightData { |
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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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Vector3 target; // Light direction: 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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@ -482,12 +491,6 @@ typedef struct Ray { |
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Vector3 direction; // Ray direction |
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} Ray; |
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// Sound source type |
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typedef struct Sound { |
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unsigned int source; // OpenAL audio source id |
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unsigned int buffer; // OpenAL audio buffer id |
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} Sound; |
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// Wave type, defines audio wave data |
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typedef struct Wave { |
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unsigned int sampleCount; // Number of samples |
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@ -497,6 +500,13 @@ typedef struct Wave { |
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void *data; // Buffer data pointer |
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} Wave; |
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// Sound source type |
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typedef struct Sound { |
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unsigned int source; // OpenAL audio source id |
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unsigned int buffer; // OpenAL audio buffer id |
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int format; // OpenAL audio format specifier |
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} Sound; |
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// Music type (file streaming from memory) |
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// NOTE: Anything longer than ~10 seconds should be streamed |
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typedef struct MusicData *Music; |
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@ -536,6 +546,21 @@ typedef enum { |
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp |
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} TextureFormat; |
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// Texture parameters: filter mode |
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// NOTE 1: Filtering considers mipmaps if available in the texture |
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// NOTE 2: Filter is accordingly set for minification and magnification |
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typedef enum { |
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FILTER_POINT = 0, // No filter, just pixel aproximation |
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FILTER_BILINEAR, // Linear filtering |
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) |
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FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x |
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FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x |
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FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x |
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} TextureFilterMode; |
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// Texture parameters: wrap mode |
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typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; |
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// Color blending modes (pre-defined) |
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; |
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@ -556,7 +581,13 @@ typedef enum { |
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} Gestures; |
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// Camera system modes |
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; |
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typedef enum { |
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CAMERA_CUSTOM = 0, |
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CAMERA_FREE, |
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CAMERA_ORBITAL, |
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CAMERA_FIRST_PERSON, |
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CAMERA_THIRD_PERSON |
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} CameraMode; |
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// Head Mounted Display devices |
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typedef enum { |
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@ -584,7 +615,7 @@ extern "C" { // Prevents name mangling of functions |
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// Window and Graphics Device Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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#if defined(PLATFORM_ANDROID) |
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RLAPI void InitWindow(int width, int height, ">struct android_app *state); // Init Android Activity and OpenGL Graphics |
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RLAPI void InitWindow(int width, int height, t">void *state); // Init Android Activity and OpenGL Graphics (struct android_app) |
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics |
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#endif |
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@ -596,11 +627,13 @@ RLAPI void ToggleFullscreen(void); // Fullscreen |
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RLAPI int GetScreenWidth(void); // Get current screen width |
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RLAPI int GetScreenHeight(void); // Get current screen height |
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#if !defined(PLATFORM_ANDROID) |
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RLAPI void ShowCursor(void); // Shows cursor |
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RLAPI void HideCursor(void); // Hides cursor |
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RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible |
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RLAPI void EnableCursor(void); // Enables cursor |
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RLAPI void DisableCursor(void); // Disables cursor |
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#endif |
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RLAPI void ClearBackground(Color color); // Sets Background Color |
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RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing |
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@ -643,7 +676,6 @@ RLAPI int StorageLoadValue(int position); // Storage loa |
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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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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once |
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed |
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once |
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@ -652,12 +684,15 @@ RLAPI int GetKeyPressed(void); // Get latest key |
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) |
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id |
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once |
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed |
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once |
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed |
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#endif |
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed |
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad |
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
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@ -673,12 +708,6 @@ RLAPI int GetTouchX(void); // Returns touch p |
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) |
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) |
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#if defined(PLATFORM_ANDROID) |
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed |
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bool IsButtonDown(int button); // Detect if an android physic button is being pressed |
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bool IsButtonReleased(int button); // Detect if an android physic button has been released |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Gestures and Touch Handling Functions (Module: gestures) |
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//------------------------------------------------------------------------------------ |
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@ -695,22 +724,15 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin |
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//------------------------------------------------------------------------------------ |
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// Camera System Functions (Module: camera) |
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//------------------------------------------------------------------------------------ |
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RLAPI void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) |
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RLAPI void UpdateCamera(Camera *camera); // Update camera (player position is ignored) |
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RLAPI void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) |
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RLAPI void SetCameraPosition(Vector3 position); // Set internal camera position |
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RLAPI void SetCameraTarget(Vector3 target); // Set internal camera target |
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RLAPI void SetCameraFovy(float fovy); // Set internal camera field-of-view-y |
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RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) |
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RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode |
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RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) |
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RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) |
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RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) |
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RLAPI void SetCameraMoveControls(int frontKey, int backKey, |
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int leftKey, int rightKey, |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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RLAPI void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) |
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int rightKey, int leftKey, |
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) |
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//------------------------------------------------------------------------------------ |
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// Basic Shapes Drawing Functions (Module: shapes) |
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@ -759,8 +781,10 @@ RLAPI void UnloadTexture(Texture2D texture); |
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory |
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RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array |
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image |
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format |
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RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image |
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RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) |
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RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) |
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RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle |
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@ -779,7 +803,8 @@ RLAPI void ImageColorGrayscale(Image *image); |
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RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) |
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RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) |
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RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture |
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RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
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RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode |
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RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode |
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D |
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
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@ -793,13 +818,14 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest |
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//------------------------------------------------------------------------------------ |
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont |
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory |
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters |
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory |
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) |
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters |
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float fontSize, int spacing, Color tint); |
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font |
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont |
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont |
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner |
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' |
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@ -809,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length); |
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// Basic 3d Shapes Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space |
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RLAPI void DrawCircle3D(Vector3 center, float radius, kt">float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space |
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RLAPI void DrawCircle3D(Vector3 center, float radius, n">Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space |
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube |
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RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) |
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires |
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@ -824,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color); |
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) |
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RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo |
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RLAPI void DrawLight(Light light); // Draw light in 3D world |
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//DrawTorus(), DrawTeapot() are useless... |
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//DrawTorus(), DrawTeapot() could be useful? |
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//------------------------------------------------------------------------------------ |
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// Model 3d Loading and Drawing Functions (Module: models) |
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@ -836,9 +862,7 @@ RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a |
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) |
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory |
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RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube |
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file) |
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) |
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) |
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM |
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@ -859,8 +883,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float |
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere |
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection |
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box |
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RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap |
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// NOTE: Return the normal vector of the impacted surface |
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//------------------------------------------------------------------------------------ |
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// Shaders System Functions (Module: rlgl) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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@ -894,20 +917,25 @@ RLAPI void DestroyLight(Light light); // Des |
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//------------------------------------------------------------------------------------ |
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RLAPI void InitVrDevice(int vdDevice); // Init VR device |
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RLAPI void CloseVrDevice(void); // Close VR device |
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready |
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RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation) |
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready |
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RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running |
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera |
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) |
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//------------------------------------------------------------------------------------ |
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// Audio Loading and Playing Functions (Module: audio) |
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//------------------------------------------------------------------------------------ |
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RLAPI void InitAudioDevice(void); // Initialize audio device and context |
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RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) |
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RLAPI void CloseAudioDevice(void); // Close the audio device and context |
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully |
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RLAPI Sound LoadSound(char *fileName); // Load sound to memory |
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM |
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RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) |
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RLAPI Sound LoadSound(const char *fileName); // Load sound to memory |
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data |
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RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) |
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RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data |
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RLAPI void UnloadWave(Wave wave); // Unload wave data |
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RLAPI void UnloadSound(Sound sound); // Unload sound |
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RLAPI void PlaySound(Sound sound); // Play a sound |
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RLAPI void PauseSound(Sound sound); // Pause a sound |
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@ -916,12 +944,15 @@ RLAPI void StopSound(Sound sound); // Stop pl |
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing |
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) |
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) |
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RLAPI Music LoadMusicStream(char *fileName); // Load music stream from file |
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RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format |
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave |
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RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range |
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RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array |
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file |
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RLAPI void UnloadMusicStream(Music music); // Unload music stream |
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RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) |
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RLAPI void PlayMusicStream(Music music); // Start music playing |
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming |
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RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) |
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RLAPI void StopMusicStream(Music music); // Stop music playing |
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RLAPI void PauseMusicStream(Music music); // Pause music playing |
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music |
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing |
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@ -932,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur |
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate, |
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unsigned int sampleSize, |
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unsigned int channels); // Init audio stream (to stream audio pcm data) |
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unsigned int channels); // Init audio stream (to stream raw audio pcm data) |
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RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data |
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory |
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill |
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