| @ -0,0 +1,905 @@ | |||
| /********************************************************************************************** | |||
| * | |||
| * raylib 1.5.0 (www.raylib.com) | |||
| * | |||
| * A simple and easy-to-use library to learn videogames programming | |||
| * | |||
| * Features: | |||
| * Library written in plain C code (C99) | |||
| * Uses C# PascalCase/camelCase notation | |||
| * Hardware accelerated with OpenGL (1.1, 3.3 or ES2) | |||
| * Unique OpenGL abstraction layer [rlgl] | |||
| * Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) | |||
| * Multiple textures support, including compressed formats and mipmaps generation | |||
| * Basic 3d support for Shapes, Models, Heightmaps and Billboards | |||
| * Powerful math module for Vector and Matrix operations [raymath] | |||
| * Audio loading and playing with streaming support (WAV and OGG) | |||
| * Multiplatform support, including Android devices, Raspberry Pi and HTML5 | |||
| * | |||
| * Used external libs: | |||
| * GLFW3 (www.glfw.org) for window/context management and input | |||
| * GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) | |||
| * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) | |||
| * stb_image_write (Sean Barret) for image writting (PNG) | |||
| * stb_vorbis (Sean Barret) for ogg audio loading | |||
| * stb_truetype (Sean Barret) for ttf fonts loading | |||
| * OpenAL Soft for audio device/context management | |||
| * tinfl for data decompression (DEFLATE algorithm) | |||
| * | |||
| * Some design decisions: | |||
| * 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) | |||
| * One custom default font is loaded automatically when InitWindow() | |||
| * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads | |||
| * If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) | |||
| * | |||
| * -- LICENSE -- | |||
| * | |||
| * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
| * BSD-like license that allows static linking with closed source software: | |||
| * | |||
| * Copyright (c) 2013 Ramon Santamaria (@raysan5) | |||
| * | |||
| * This software is provided "as-is", without any express or implied warranty. In no event | |||
| * will the authors be held liable for any damages arising from the use of this software. | |||
| * | |||
| * Permission is granted to anyone to use this software for any purpose, including commercial | |||
| * applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||
| * | |||
| * 1. The origin of this software must not be misrepresented; you must not claim that you | |||
| * wrote the original software. If you use this software in a product, an acknowledgment | |||
| * in the product documentation would be appreciated but is not required. | |||
| * | |||
| * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||
| * as being the original software. | |||
| * | |||
| * 3. This notice may not be removed or altered from any source distribution. | |||
| * | |||
| **********************************************************************************************/ | |||
| #ifndef RAYLIB_H | |||
| #define RAYLIB_H | |||
| // Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP | |||
| //#define PLATFORM_DESKTOP // Windows, Linux or OSX | |||
| //#define PLATFORM_ANDROID // Android device | |||
| //#define PLATFORM_RPI // Raspberry Pi | |||
| //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) | |||
| //#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) | |||
| // Security check in case no PLATFORM_* defined | |||
| #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) | |||
| #define PLATFORM_DESKTOP | |||
| #endif | |||
| #if defined(PLATFORM_ANDROID) | |||
| typedef struct android_app; // Define android_app struct (android_native_app_glue.h) | |||
| #endif | |||
| //---------------------------------------------------------------------------------- | |||
| // Some basic Defines | |||
| //---------------------------------------------------------------------------------- | |||
| #ifndef PI | |||
| #define PI 3.14159265358979323846 | |||
| #endif | |||
| #define DEG2RAD (PI/180.0f) | |||
| #define RAD2DEG (180.0f/PI) | |||
| // raylib Config Flags | |||
| #define FLAG_FULLSCREEN_MODE 1 | |||
| #define FLAG_SHOW_LOGO 2 | |||
| #define FLAG_SHOW_MOUSE_CURSOR 4 | |||
| #define FLAG_CENTERED_MODE 8 | |||
| #define FLAG_MSAA_4X_HINT 16 | |||
| #define FLAG_VSYNC_HINT 32 | |||
| // Keyboard Function Keys | |||
| #define KEY_SPACE 32 | |||
| #define KEY_ESCAPE 256 | |||
| #define KEY_ENTER 257 | |||
| #define KEY_BACKSPACE 259 | |||
| #define KEY_RIGHT 262 | |||
| #define KEY_LEFT 263 | |||
| #define KEY_DOWN 264 | |||
| #define KEY_UP 265 | |||
| #define KEY_F1 290 | |||
| #define KEY_F2 291 | |||
| #define KEY_F3 292 | |||
| #define KEY_F4 293 | |||
| #define KEY_F5 294 | |||
| #define KEY_F6 295 | |||
| #define KEY_F7 296 | |||
| #define KEY_F8 297 | |||
| #define KEY_F9 298 | |||
| #define KEY_F10 299 | |||
| #define KEY_F11 300 | |||
| #define KEY_F12 301 | |||
| #define KEY_LEFT_SHIFT 340 | |||
| #define KEY_LEFT_CONTROL 341 | |||
| #define KEY_LEFT_ALT 342 | |||
| #define KEY_RIGHT_SHIFT 344 | |||
| #define KEY_RIGHT_CONTROL 345 | |||
| #define KEY_RIGHT_ALT 346 | |||
| // Keyboard Alpha Numeric Keys | |||
| #define KEY_ZERO 48 | |||
| #define KEY_ONE 49 | |||
| #define KEY_TWO 50 | |||
| #define KEY_THREE 51 | |||
| #define KEY_FOUR 52 | |||
| #define KEY_FIVE 53 | |||
| #define KEY_SIX 54 | |||
| #define KEY_SEVEN 55 | |||
| #define KEY_EIGHT 56 | |||
| #define KEY_NINE 57 | |||
| #define KEY_A 65 | |||
| #define KEY_B 66 | |||
| #define KEY_C 67 | |||
| #define KEY_D 68 | |||
| #define KEY_E 69 | |||
| #define KEY_F 70 | |||
| #define KEY_G 71 | |||
| #define KEY_H 72 | |||
| #define KEY_I 73 | |||
| #define KEY_J 74 | |||
| #define KEY_K 75 | |||
| #define KEY_L 76 | |||
| #define KEY_M 77 | |||
| #define KEY_N 78 | |||
| #define KEY_O 79 | |||
| #define KEY_P 80 | |||
| #define KEY_Q 81 | |||
| #define KEY_R 82 | |||
| #define KEY_S 83 | |||
| #define KEY_T 84 | |||
| #define KEY_U 85 | |||
| #define KEY_V 86 | |||
| #define KEY_W 87 | |||
| #define KEY_X 88 | |||
| #define KEY_Y 89 | |||
| #define KEY_Z 90 | |||
| // Mouse Buttons | |||
| #define MOUSE_LEFT_BUTTON 0 | |||
| #if defined(PLATFORM_WEB) | |||
| #define MOUSE_RIGHT_BUTTON 2 | |||
| #define MOUSE_MIDDLE_BUTTON 1 | |||
| #else | |||
| #define MOUSE_RIGHT_BUTTON 1 | |||
| #define MOUSE_MIDDLE_BUTTON 2 | |||
| #endif | |||
| // Touch points registered | |||
| #define MAX_TOUCH_POINTS 2 | |||
| // Gamepad Number | |||
| #define GAMEPAD_PLAYER1 0 | |||
| #define GAMEPAD_PLAYER2 1 | |||
| #define GAMEPAD_PLAYER3 2 // Not supported | |||
| #define GAMEPAD_PLAYER4 3 // Not supported | |||
| // Gamepad Buttons | |||
| // NOTE: Adjusted for a PS3 USB Controller | |||
| #define GAMEPAD_BUTTON_A 2 | |||
| #define GAMEPAD_BUTTON_B 1 | |||
| #define GAMEPAD_BUTTON_X 3 | |||
| #define GAMEPAD_BUTTON_Y 4 | |||
| #define GAMEPAD_BUTTON_R1 7 | |||
| #define GAMEPAD_BUTTON_R2 5 | |||
| #define GAMEPAD_BUTTON_L1 6 | |||
| #define GAMEPAD_BUTTON_L2 8 | |||
| #define GAMEPAD_BUTTON_SELECT 9 | |||
| #define GAMEPAD_BUTTON_START 10 | |||
| // Xbox360 USB Controller Buttons | |||
| #define GAMEPAD_XBOX_BUTTON_A 0 | |||
| #define GAMEPAD_XBOX_BUTTON_B 1 | |||
| #define GAMEPAD_XBOX_BUTTON_X 2 | |||
| #define GAMEPAD_XBOX_BUTTON_Y 3 | |||
| #define GAMEPAD_XBOX_BUTTON_LB 4 | |||
| #define GAMEPAD_XBOX_BUTTON_RB 5 | |||
| #define GAMEPAD_XBOX_BUTTON_SELECT 6 | |||
| #define GAMEPAD_XBOX_BUTTON_START 7 | |||
| #if defined(PLATFORM_RPI) | |||
| #define GAMEPAD_XBOX_AXIS_DPAD_X 7 | |||
| #define GAMEPAD_XBOX_AXIS_DPAD_Y 6 | |||
| #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 | |||
| #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 | |||
| #define GAMEPAD_XBOX_AXIS_LT 2 | |||
| #define GAMEPAD_XBOX_AXIS_RT 5 | |||
| #else | |||
| #define GAMEPAD_XBOX_BUTTON_UP 10 | |||
| #define GAMEPAD_XBOX_BUTTON_DOWN 12 | |||
| #define GAMEPAD_XBOX_BUTTON_LEFT 13 | |||
| #define GAMEPAD_XBOX_BUTTON_RIGHT 11 | |||
| #define GAMEPAD_XBOX_AXIS_RIGHT_X 4 | |||
| #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 | |||
| #define GAMEPAD_XBOX_AXIS_LT_RT 2 | |||
| #endif | |||
| #define GAMEPAD_XBOX_AXIS_LEFT_X 0 | |||
| #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 | |||
| // Android Physic Buttons | |||
| #define ANDROID_BACK 4 | |||
| #define ANDROID_MENU 82 | |||
| #define ANDROID_VOLUME_UP 24 | |||
| #define ANDROID_VOLUME_DOWN 25 | |||
| // Some Basic Colors | |||
| // NOTE: Custom raylib color palette for amazing visuals on WHITE background | |||
| #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray | |||
| #define GRAY (Color){ 130, 130, 130, 255 } // Gray | |||
| #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray | |||
| #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow | |||
| #define GOLD (Color){ 255, 203, 0, 255 } // Gold | |||
| #define ORANGE (Color){ 255, 161, 0, 255 } // Orange | |||
| #define PINK (Color){ 255, 109, 194, 255 } // Pink | |||
| #define RED (Color){ 230, 41, 55, 255 } // Red | |||
| #define MAROON (Color){ 190, 33, 55, 255 } // Maroon | |||
| #define GREEN (Color){ 0, 228, 48, 255 } // Green | |||
| #define LIME (Color){ 0, 158, 47, 255 } // Lime | |||
| #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green | |||
| #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue | |||
| #define BLUE (Color){ 0, 121, 241, 255 } // Blue | |||
| #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue | |||
| #define PURPLE (Color){ 200, 122, 255, 255 } // Purple | |||
| #define VIOLET (Color){ 135, 60, 190, 255 } // Violet | |||
| #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple | |||
| #define BEIGE (Color){ 211, 176, 131, 255 } // Beige | |||
| #define BROWN (Color){ 127, 106, 79, 255 } // Brown | |||
| #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown | |||
| #define WHITE (Color){ 255, 255, 255, 255 } // White | |||
| #define BLACK (Color){ 0, 0, 0, 255 } // Black | |||
| #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) | |||
| #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta | |||
| #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) | |||
| //---------------------------------------------------------------------------------- | |||
| // Types and Structures Definition | |||
| //---------------------------------------------------------------------------------- | |||
| #ifndef __cplusplus | |||
| // Boolean type | |||
| #if !defined(_STDBOOL_H) | |||
| typedef enum { false, true } bool; | |||
| #define _STDBOOL_H | |||
| #endif | |||
| #endif | |||
| // byte type | |||
| typedef unsigned char byte; | |||
| // Vector2 type | |||
| typedef struct Vector2 { | |||
| float x; | |||
| float y; | |||
| } Vector2; | |||
| // Vector3 type | |||
| typedef struct Vector3 { | |||
| float x; | |||
| float y; | |||
| float z; | |||
| } Vector3; | |||
| // Matrix type (OpenGL style 4x4 - right handed, column major) | |||
| typedef struct Matrix { | |||
| float m0, m4, m8, m12; | |||
| float m1, m5, m9, m13; | |||
| float m2, m6, m10, m14; | |||
| float m3, m7, m11, m15; | |||
| } Matrix; | |||
| // Color type, RGBA (32bit) | |||
| typedef struct Color { | |||
| unsigned char r; | |||
| unsigned char g; | |||
| unsigned char b; | |||
| unsigned char a; | |||
| } Color; | |||
| // Rectangle type | |||
| typedef struct Rectangle { | |||
| int x; | |||
| int y; | |||
| int width; | |||
| int height; | |||
| } Rectangle; | |||
| // Image type, bpp always RGBA (32bit) | |||
| // NOTE: Data stored in CPU memory (RAM) | |||
| typedef struct Image { | |||
| void *data; // Image raw data | |||
| int width; // Image base width | |||
| int height; // Image base height | |||
| int mipmaps; // Mipmap levels, 1 by default | |||
| int format; // Data format (TextureFormat) | |||
| } Image; | |||
| // Texture2D type, bpp always RGBA (32bit) | |||
| // NOTE: Data stored in GPU memory | |||
| typedef struct Texture2D { | |||
| unsigned int id; // OpenGL texture id | |||
| int width; // Texture base width | |||
| int height; // Texture base height | |||
| int mipmaps; // Mipmap levels, 1 by default | |||
| int format; // Data format (TextureFormat) | |||
| } Texture2D; | |||
| // RenderTexture2D type, for texture rendering | |||
| typedef struct RenderTexture2D { | |||
| unsigned int id; // Render texture (fbo) id | |||
| Texture2D texture; // Color buffer attachment texture | |||
| Texture2D depth; // Depth buffer attachment texture | |||
| } RenderTexture2D; | |||
| // SpriteFont type, includes texture and charSet array data | |||
| typedef struct SpriteFont { | |||
| Texture2D texture; // Font texture | |||
| int size; // Base size (default chars height) | |||
| int numChars; // Number of characters | |||
| int *charValues; // Characters values array | |||
| Rectangle *charRecs; // Characters rectangles within the texture | |||
| Vector2 *charOffsets; // Characters offsets (on drawing) | |||
| int *charAdvanceX; // Characters x advance (on drawing) | |||
| } SpriteFont; | |||
| // Camera type, defines a camera position/orientation in 3d space | |||
| typedef struct Camera { | |||
| Vector3 position; // Camera position | |||
| Vector3 target; // Camera target it looks-at | |||
| Vector3 up; // Camera up vector (rotation over its axis) | |||
| float fovy; // Camera field-of-view apperture in Y (degrees) | |||
| } Camera; | |||
| // Camera2D type, defines a 2d camera | |||
| typedef struct Camera2D { | |||
| Vector2 offset; // Camera offset (displacement from target) | |||
| Vector2 target; // Camera target (rotation and zoom origin) | |||
| float rotation; // Camera rotation in degrees | |||
| float zoom; // Camera zoom (scaling), should be 1.0f by default | |||
| } Camera2D; | |||
| // Bounding box type | |||
| typedef struct BoundingBox { | |||
| Vector3 min; // minimum vertex box-corner | |||
| Vector3 max; // maximum vertex box-corner | |||
| } BoundingBox; | |||
| // Vertex data definning a mesh | |||
| typedef struct Mesh { | |||
| int vertexCount; // number of vertices stored in arrays | |||
| int triangleCount; // number of triangles stored (indexed or not) | |||
| float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) | |||
| float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) | |||
| float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) | |||
| float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) | |||
| float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) | |||
| unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) | |||
| unsigned short *indices;// vertex indices (in case vertex data comes indexed) | |||
| unsigned int vaoId; // OpenGL Vertex Array Object id | |||
| unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) | |||
| } Mesh; | |||
| // Shader type (generic shader) | |||
| typedef struct Shader { | |||
| unsigned int id; // Shader program id | |||
| // Vertex attributes locations (default locations) | |||
| int vertexLoc; // Vertex attribute location point (default-location = 0) | |||
| int texcoordLoc; // Texcoord attribute location point (default-location = 1) | |||
| int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) | |||
| int normalLoc; // Normal attribute location point (default-location = 2) | |||
| int tangentLoc; // Tangent attribute location point (default-location = 4) | |||
| int colorLoc; // Color attibute location point (default-location = 3) | |||
| // Uniform locations | |||
| int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) | |||
| int tintColorLoc; // Diffuse color uniform location point (fragment shader) | |||
| // Texture map locations (generic for any kind of map) | |||
| int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) | |||
| int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) | |||
| int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) | |||
| } Shader; | |||
| // Material type | |||
| typedef struct Material { | |||
| Shader shader; // Standard shader (supports 3 map textures) | |||
| Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) | |||
| Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) | |||
| Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) | |||
| Color colDiffuse; // Diffuse color | |||
| Color colAmbient; // Ambient color | |||
| Color colSpecular; // Specular color | |||
| float glossiness; // Glossiness level (Ranges from 0 to 1000) | |||
| } Material; | |||
| // Model type | |||
| typedef struct Model { | |||
| Mesh mesh; // Vertex data buffers (RAM and VRAM) | |||
| Matrix transform; // Local transform matrix | |||
| Material material; // Shader and textures data | |||
| } Model; | |||
| // Light type | |||
| typedef struct LightData { | |||
| unsigned int id; // Light unique id | |||
| bool enabled; // Light enabled | |||
| int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT | |||
| Vector3 position; // Light position | |||
| Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) | |||
| float radius; // Light attenuation radius light intensity reduced with distance (world distance) | |||
| Color diffuse; // Light diffuse color | |||
| float intensity; // Light intensity level | |||
| float coneAngle; // Light cone max angle: LIGHT_SPOT | |||
| } LightData, *Light; | |||
| // Light types | |||
| typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; | |||
| // Ray type (useful for raycast) | |||
| typedef struct Ray { | |||
| Vector3 position; // Ray position (origin) | |||
| Vector3 direction; // Ray direction | |||
| } Ray; | |||
| // Sound source type | |||
| typedef struct Sound { | |||
| unsigned int source; // Sound audio source id | |||
| unsigned int buffer; // Sound audio buffer id | |||
| } Sound; | |||
| // Wave type, defines audio wave data | |||
| typedef struct Wave { | |||
| void *data; // Buffer data pointer | |||
| unsigned int dataSize; // Data size in bytes | |||
| unsigned int sampleRate; // Samples per second to be played | |||
| short bitsPerSample; // Sample size in bits | |||
| short channels; | |||
| } Wave; | |||
| // Texture formats | |||
| // NOTE: Support depends on OpenGL version and platform | |||
| typedef enum { | |||
| UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) | |||
| UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) | |||
| UNCOMPRESSED_R5G6B5, // 16 bpp | |||
| UNCOMPRESSED_R8G8B8, // 24 bpp | |||
| UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) | |||
| UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) | |||
| UNCOMPRESSED_R8G8B8A8, // 32 bpp | |||
| COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) | |||
| COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) | |||
| COMPRESSED_DXT3_RGBA, // 8 bpp | |||
| COMPRESSED_DXT5_RGBA, // 8 bpp | |||
| COMPRESSED_ETC1_RGB, // 4 bpp | |||
| COMPRESSED_ETC2_RGB, // 4 bpp | |||
| COMPRESSED_ETC2_EAC_RGBA, // 8 bpp | |||
| COMPRESSED_PVRT_RGB, // 4 bpp | |||
| COMPRESSED_PVRT_RGBA, // 4 bpp | |||
| COMPRESSED_ASTC_4x4_RGBA, // 8 bpp | |||
| COMPRESSED_ASTC_8x8_RGBA // 2 bpp | |||
| } TextureFormat; | |||
| // Color blending modes (pre-defined) | |||
| typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; | |||
| // Gestures type | |||
| // NOTE: It could be used as flags to enable only some gestures | |||
| typedef enum { | |||
| GESTURE_NONE = 0, | |||
| GESTURE_TAP = 1, | |||
| GESTURE_DOUBLETAP = 2, | |||
| GESTURE_HOLD = 4, | |||
| GESTURE_DRAG = 8, | |||
| GESTURE_SWIPE_RIGHT = 16, | |||
| GESTURE_SWIPE_LEFT = 32, | |||
| GESTURE_SWIPE_UP = 64, | |||
| GESTURE_SWIPE_DOWN = 128, | |||
| GESTURE_PINCH_IN = 256, | |||
| GESTURE_PINCH_OUT = 512 | |||
| } Gestures; | |||
| // Touch action (fingers or mouse) | |||
| typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; | |||
| // Gesture events | |||
| // NOTE: MAX_TOUCH_POINTS fixed to 2 | |||
| typedef struct GestureEvent { | |||
| int touchAction; | |||
| int pointCount; | |||
| int pointerId[MAX_TOUCH_POINTS]; | |||
| Vector2 position[MAX_TOUCH_POINTS]; | |||
| } GestureEvent; | |||
| // Camera system modes | |||
| typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; | |||
| // Head Mounted Display devices | |||
| typedef enum { | |||
| HMD_DEFAULT_DEVICE = 0, | |||
| HMD_OCULUS_RIFT_DK2, | |||
| HMD_OCULUS_RIFT_CV1, | |||
| HMD_VALVE_HTC_VIVE, | |||
| HMD_SAMSUNG_GEAR_VR, | |||
| HMD_GOOGLE_CARDBOARD, | |||
| HMD_SONY_PLAYSTATION_VR, | |||
| HMD_RAZER_OSVR, | |||
| HMD_FOVE_VR, | |||
| } HmdDevice; | |||
| #ifdef __cplusplus | |||
| extern "C" { // Prevents name mangling of functions | |||
| #endif | |||
| //------------------------------------------------------------------------------------ | |||
| // Global Variables Definition | |||
| //------------------------------------------------------------------------------------ | |||
| // It's lonely here... | |||
| //------------------------------------------------------------------------------------ | |||
| // Window and Graphics Device Functions (Module: core) | |||
| //------------------------------------------------------------------------------------ | |||
| #if defined(PLATFORM_ANDROID) | |||
| void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics | |||
| #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
| void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics | |||
| #endif | |||
| void CloseWindow(void); // Close Window and Terminate Context | |||
| bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed | |||
| bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) | |||
| void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) | |||
| int GetScreenWidth(void); // Get current screen width | |||
| int GetScreenHeight(void); // Get current screen height | |||
| void ShowCursor(void); // Shows cursor | |||
| void HideCursor(void); // Hides cursor | |||
| bool IsCursorHidden(void); // Returns true if cursor is not visible | |||
| void EnableCursor(void); // Enables cursor | |||
| void DisableCursor(void); // Disables cursor | |||
| void ClearBackground(Color color); // Sets Background Color | |||
| void BeginDrawing(void); // Setup drawing canvas to start drawing | |||
| void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) | |||
| void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera | |||
| void End2dMode(void); // Ends 2D mode custom camera usage | |||
| void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) | |||
| void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode | |||
| void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing | |||
| void EndTextureMode(void); // Ends drawing to render texture | |||
| Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position | |||
| Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position | |||
| Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) | |||
| void SetTargetFPS(int fps); // Set target FPS (maximum) | |||
| float GetFPS(void); // Returns current FPS | |||
| float GetFrameTime(void); // Returns time in seconds for one frame | |||
| Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value | |||
| int GetHexValue(Color color); // Returns hexadecimal value for a Color | |||
| float *ColorToFloat(Color color); // Converts Color to float array and normalizes | |||
| float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array | |||
| float *MatrixToFloat(Matrix mat); // Converts Matrix to float array | |||
| int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) | |||
| Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f | |||
| void SetConfigFlags(char flags); // Setup some window configuration flags | |||
| void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) | |||
| bool IsFileDropped(void); // Check if a file have been dropped into window | |||
| char **GetDroppedFiles(int *count); // Retrieve dropped files into window | |||
| void ClearDroppedFiles(void); // Clear dropped files paths buffer | |||
| void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) | |||
| int StorageLoadValue(int position); // Storage load integer value (from defined position) | |||
| //------------------------------------------------------------------------------------ | |||
| // Input Handling Functions (Module: core) | |||
| //------------------------------------------------------------------------------------ | |||
| #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) | |||
| bool IsKeyPressed(int key); // Detect if a key has been pressed once | |||
| bool IsKeyDown(int key); // Detect if a key is being pressed | |||
| bool IsKeyReleased(int key); // Detect if a key has been released once | |||
| bool IsKeyUp(int key); // Detect if a key is NOT being pressed | |||
| int GetKeyPressed(void); // Get latest key pressed | |||
| void SetExitKey(int key); // Set a custom key to exit program (default is ESC) | |||
| bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available | |||
| float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis | |||
| bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once | |||
| bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed | |||
| bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once | |||
| bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed | |||
| #endif | |||
| bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once | |||
| bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed | |||
| bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once | |||
| bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed | |||
| int GetMouseX(void); // Returns mouse position X | |||
| int GetMouseY(void); // Returns mouse position Y | |||
| Vector2 GetMousePosition(void); // Returns mouse position XY | |||
| void SetMousePosition(Vector2 position); // Set mouse position XY | |||
| int GetMouseWheelMove(void); // Returns mouse wheel movement Y | |||
| int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) | |||
| int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) | |||
| Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) | |||
| #if defined(PLATFORM_ANDROID) | |||
| bool IsButtonPressed(int button); // Detect if an android physic button has been pressed | |||
| bool IsButtonDown(int button); // Detect if an android physic button is being pressed | |||
| bool IsButtonReleased(int button); // Detect if an android physic button has been released | |||
| #endif | |||
| //------------------------------------------------------------------------------------ | |||
| // Gestures and Touch Handling Functions (Module: gestures) | |||
| //------------------------------------------------------------------------------------ | |||
| void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags | |||
| bool IsGestureDetected(int gesture); // Check if a gesture have been detected | |||
| void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures | |||
| void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) | |||
| int GetTouchPointsCount(void); // Get touch points count | |||
| int GetGestureDetected(void); // Get latest detected gesture | |||
| float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds | |||
| Vector2 GetGestureDragVector(void); // Get gesture drag vector | |||
| float GetGestureDragAngle(void); // Get gesture drag angle | |||
| Vector2 GetGesturePinchVector(void); // Get gesture pinch delta | |||
| float GetGesturePinchAngle(void); // Get gesture pinch angle | |||
| //------------------------------------------------------------------------------------ | |||
| // Camera System Functions (Module: camera) | |||
| //------------------------------------------------------------------------------------ | |||
| void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) | |||
| void UpdateCamera(Camera *camera); // Update camera (player position is ignored) | |||
| void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) | |||
| void SetCameraPosition(Vector3 position); // Set internal camera position | |||
| void SetCameraTarget(Vector3 target); // Set internal camera target | |||
| void SetCameraFovy(float fovy); // Set internal camera field-of-view-y | |||
| void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) | |||
| void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) | |||
| void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) | |||
| void SetCameraMoveControls(int frontKey, int backKey, | |||
| int leftKey, int rightKey, | |||
| int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) | |||
| void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) | |||
| //------------------------------------------------------------------------------------ | |||
| // Basic Shapes Drawing Functions (Module: shapes) | |||
| //------------------------------------------------------------------------------------ | |||
| void DrawPixel(int posX, int posY, Color color); // Draw a pixel | |||
| void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) | |||
| void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line | |||
| void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) | |||
| void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle | |||
| void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle | |||
| void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) | |||
| void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline | |||
| void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle | |||
| void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle | |||
| void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle | |||
| void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) | |||
| void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline | |||
| void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle | |||
| void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline | |||
| void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) | |||
| void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points | |||
| void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines | |||
| bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles | |||
| bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles | |||
| bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle | |||
| Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision | |||
| bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle | |||
| bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle | |||
| bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle | |||
| //------------------------------------------------------------------------------------ | |||
| // Texture Loading and Drawing Functions (Module: textures) | |||
| //------------------------------------------------------------------------------------ | |||
| Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) | |||
| Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) | |||
| Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file | |||
| Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) | |||
| Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory | |||
| Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory | |||
| Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) | |||
| Texture2D LoadTextureFromImage(Image image); // Load a texture from image data | |||
| RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering | |||
| void UnloadImage(Image image); // Unload image from CPU memory (RAM) | |||
| void UnloadTexture(Texture2D texture); // Unload texture from GPU memory | |||
| void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory | |||
| Color *GetImageData(Image image); // Get pixel data from image as a Color struct array | |||
| Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image | |||
| void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) | |||
| void ImageFormat(Image *image, int newFormat); // Convert image data to desired format | |||
| void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) | |||
| Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) | |||
| void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle | |||
| void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) | |||
| void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) | |||
| Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) | |||
| Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) | |||
| void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image | |||
| void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) | |||
| void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) | |||
| void ImageFlipVertical(Image *image); // Flip image vertically | |||
| void ImageFlipHorizontal(Image *image); // Flip image horizontally | |||
| void ImageColorTint(Image *image, Color color); // Modify image color: tint | |||
| void ImageColorInvert(Image *image); // Modify image color: invert | |||
| void ImageColorGrayscale(Image *image); // Modify image color: grayscale | |||
| void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) | |||
| void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) | |||
| void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture | |||
| void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data | |||
| void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D | |||
| void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 | |||
| void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters | |||
| void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle | |||
| void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters | |||
| float rotation, Color tint); | |||
| //------------------------------------------------------------------------------------ | |||
| // Font Loading and Text Drawing Functions (Module: text) | |||
| //------------------------------------------------------------------------------------ | |||
| SpriteFont GetDefaultFont(void); // Get the default SpriteFont | |||
| SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory | |||
| void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory | |||
| void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) | |||
| void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters | |||
| int fontSize, int spacing, Color tint); | |||
| int MeasureText(const char *text, int fontSize); // Measure string width for default font | |||
| Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont | |||
| void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner | |||
| const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' | |||
| const char *SubText(const char *text, int position, int length); // Get a piece of a text string | |||
| //------------------------------------------------------------------------------------ | |||
| // Basic 3d Shapes Drawing Functions (Module: models) | |||
| //------------------------------------------------------------------------------------ | |||
| void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space | |||
| void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space | |||
| void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube | |||
| void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) | |||
| void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires | |||
| void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured | |||
| void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere | |||
| void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters | |||
| void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires | |||
| void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone | |||
| void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires | |||
| void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ | |||
| void DrawRay(Ray ray, Color color); // Draw a ray line | |||
| void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) | |||
| void DrawGizmo(Vector3 position); // Draw simple gizmo | |||
| void DrawLight(Light light); // Draw light in 3D world | |||
| //DrawTorus(), DrawTeapot() are useless... | |||
| //------------------------------------------------------------------------------------ | |||
| // Model 3d Loading and Drawing Functions (Module: models) | |||
| //------------------------------------------------------------------------------------ | |||
| Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) | |||
| Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) | |||
| Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) | |||
| Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model | |||
| Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) | |||
| void UnloadModel(Model model); // Unload 3d model from memory | |||
| Material LoadMaterial(const char *fileName); // Load material data (from file) | |||
| Material LoadDefaultMaterial(void); // Load default material (uses default models shader) | |||
| Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) | |||
| void UnloadMaterial(Material material); // Unload material textures from VRAM | |||
| void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) | |||
| void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters | |||
| void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) | |||
| void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters | |||
| void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) | |||
| void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture | |||
| void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec | |||
| BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits | |||
| bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres | |||
| bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes | |||
| bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere | |||
| bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere | |||
| bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection | |||
| bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box | |||
| Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap | |||
| // NOTE: Return the normal vector of the impacted surface | |||
| //------------------------------------------------------------------------------------ | |||
| // Shaders System Functions (Module: rlgl) | |||
| // NOTE: This functions are useless when using OpenGL 1.1 | |||
| //------------------------------------------------------------------------------------ | |||
| Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations | |||
| void UnloadShader(Shader shader); // Unload a custom shader from memory | |||
| Shader GetDefaultShader(void); // Get default shader | |||
| Shader GetStandardShader(void); // Get default shader | |||
| Texture2D GetDefaultTexture(void); // Get default texture | |||
| int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location | |||
| void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) | |||
| void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) | |||
| void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) | |||
| void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) | |||
| void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) | |||
| void BeginShaderMode(Shader shader); // Begin custom shader drawing | |||
| void EndShaderMode(void); // End custom shader drawing (use default shader) | |||
| void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) | |||
| void EndBlendMode(void); // End blending mode (reset to default: alpha blending) | |||
| Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool | |||
| void DestroyLight(Light light); // Destroy a light and take it out of the list | |||
| //------------------------------------------------------------------------------------ | |||
| // VR experience Functions (Module: rlgl) | |||
| // NOTE: This functions are useless when using OpenGL 1.1 | |||
| //------------------------------------------------------------------------------------ | |||
| void InitVrDevice(int hmdDevice); // Init VR device | |||
| void CloseVrDevice(void); // Close VR device | |||
| void UpdateVrTracking(void); // Update VR tracking (position and orientation) | |||
| void BeginVrDrawing(void); // Begin VR drawing configuration | |||
| void EndVrDrawing(void); // End VR drawing process (and desktop mirror) | |||
| bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready | |||
| void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) | |||
| //------------------------------------------------------------------------------------ | |||
| // Audio Loading and Playing Functions (Module: audio) | |||
| //------------------------------------------------------------------------------------ | |||
| void InitAudioDevice(void); // Initialize audio device and context | |||
| void CloseAudioDevice(void); // Close the audio device and context (and music stream) | |||
| bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet | |||
| Sound LoadSound(char *fileName); // Load sound to memory | |||
| Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data | |||
| Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) | |||
| void UnloadSound(Sound sound); // Unload sound | |||
| void PlaySound(Sound sound); // Play a sound | |||
| void PauseSound(Sound sound); // Pause a sound | |||
| void StopSound(Sound sound); // Stop playing a sound | |||
| bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing | |||
| void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) | |||
| void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) | |||
| int PlayMusicStream(int index, char *fileName); // Start music playing (open stream) | |||
| void UpdateMusicStream(int index); // Updates buffers for music streaming | |||
| void StopMusicStream(int index); // Stop music playing (close stream) | |||
| void PauseMusicStream(int index); // Pause music playing | |||
| void ResumeMusicStream(int index); // Resume playing paused music | |||
| bool IsMusicPlaying(int index); // Check if music is playing | |||
| void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) | |||
| void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) | |||
| float GetMusicTimeLength(int index); // Get current music time length (in seconds) | |||
| float GetMusicTimePlayed(int index); // Get current music time played (in seconds) | |||
| int GetMusicStreamCount(void); // Get number of streams loaded | |||
| #ifdef __cplusplus | |||
| } | |||
| #endif | |||
| #endif // RAYLIB_H | |||