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raylib provides some basic data structures to organize game information. Those structures are quite common in most of the engines out there: |
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```c |
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struct Color; // Color type, RGBA (32bit) |
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struct Rectangle; // Rectangle type |
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struct Vector2; // Vector2 type |
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struct Vector3; // Vector3 type |
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struct Matrix; // Matrix type (OpenGL style 4x4) |
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struct Image; // Image type (multiple data formats supported) |
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// NOTE: Data stored in CPU memory (RAM) |
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struct Texture2D; // Texture2D type (multiple internal formats supported) |
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// NOTE: Data stored in GPU memory (VRAM) |
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struct RenderTexture2D; // RenderTexture2D type, for texture rendering |
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struct SpriteFont; // SpriteFont type, includes texture and chars data |
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struct Camera; // Camera type, defines 3d camera position/orientation |
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struct Camera2D; // Camera2D type, defines a 2d camera |
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struct Mesh; // Vertex data definning a mesh |
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struct Shader; // Shader type (generic shader) |
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struct Material; // Material type |
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struct Light; // Light type, defines light properties |
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struct Model; // Basic 3d Model type |
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struct Ray; // Ray type (useful for raycast) |
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struct Wave; // Wave type, defines audio wave data |
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struct Sound; // Basic Sound source and buffer |
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struct Music; // Music type (file streaming from memory) |
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struct AudioStream; // Raw audio stream type |
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``` |