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							| @@ -12,14 +12,12 @@ src/vector3.o | |||||||
| src/stb_image.o | src/stb_image.o | ||||||
| src/*.exe | src/*.exe | ||||||
| examples/*.o | examples/*.o | ||||||
| examples/*.exe |  | ||||||
|  |  | ||||||
| # Ignore thumbnails created by windows | # Ignore thumbnails created by windows | ||||||
| Thumbs.db | Thumbs.db | ||||||
|  |  | ||||||
| # Ignore files build by Visual Studio | # Ignore files build by Visual Studio | ||||||
| *.obj | *.obj | ||||||
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| *.pdb | *.pdb | ||||||
| *.aps | *.aps | ||||||
| *.vcproj.*.user | *.vcproj.*.user | ||||||
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| [Rr]elease.win32/ | [Rr]elease.win32/ | ||||||
| _ReSharper*/ | _ReSharper*/ | ||||||
| [Tt]est[Rr]esult* | [Tt]est[Rr]esult* | ||||||
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							| @@ -0,0 +1,376 @@ | |||||||
|  | /********************************************************************************************* | ||||||
|  | *  | ||||||
|  | *	raylib 1.0 (www.raylib.com) | ||||||
|  | *	 | ||||||
|  | *	A simple and easy-to-use library to learn C videogames programming | ||||||
|  | * | ||||||
|  | *	Features: | ||||||
|  | *	  Library written in plain C code (C99) | ||||||
|  | *	  Uses C# PascalCase/camelCase notation | ||||||
|  | *	  Hardware accelerated with OpenGL 1.1 | ||||||
|  | *	  Powerful fonts module with SpriteFonts support | ||||||
|  | *	  Basic 3d support for Shapes and Models | ||||||
|  | *	  Audio loading and playing | ||||||
|  | *	 | ||||||
|  | *	Used external libs: | ||||||
|  | *	  GLFW3 (www.glfw.org) for window/context management and input | ||||||
|  | *	  stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) | ||||||
|  | *	  OpenAL Soft for audio device/context management | ||||||
|  | * | ||||||
|  | *	Some design decisions: | ||||||
|  | *	  32bit Colors - All defined color are always RGBA | ||||||
|  | *	  32bit Textures - All loaded images are converted automatically to RGBA textures | ||||||
|  | *	  SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures | ||||||
|  | *	  One custom default font is loaded automatically when InitWindow() | ||||||
|  | *  | ||||||
|  | *	-- LICENSE (raylib v1.0, November 2013) -- | ||||||
|  | * | ||||||
|  | *	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 (Ray San - raysan@raysanweb.com) | ||||||
|  | *	 | ||||||
|  | *	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  | ||||||
|  |  | ||||||
|  | //#define NO_AUDIO	// Audio is still being tested, deactivated by default | ||||||
|  |  | ||||||
|  | //---------------------------------------------------------------------------------- | ||||||
|  | // Some basic Defines | ||||||
|  | //---------------------------------------------------------------------------------- | ||||||
|  | #ifndef PI | ||||||
|  | #define PI 3.14159265358979323846 | ||||||
|  | #endif | ||||||
|  |  | ||||||
|  | #define DEG2RAD (PI / 180.0) | ||||||
|  | #define RAD2DEG (180.0 / PI) | ||||||
|  |  | ||||||
|  | // Keyboard Function Keys | ||||||
|  | #define KEY_SPACE            32 | ||||||
|  | #define KEY_ESCAPE          256 | ||||||
|  | #define KEY_ENTER           257 | ||||||
|  | #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_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 | ||||||
|  |  | ||||||
|  | // Mouse Buttons | ||||||
|  | #define MOUSE_LEFT_BUTTON	  0 | ||||||
|  | #define MOUSE_RIGHT_BUTTON	  1 | ||||||
|  | #define MOUSE_MIDDLE_BUTTON	  2 | ||||||
|  |  | ||||||
|  | // Gamepad Number | ||||||
|  | #define GAMEPAD_PLAYER1		  0 | ||||||
|  | #define GAMEPAD_PLAYER2		  1 | ||||||
|  | #define GAMEPAD_PLAYER3		  2 | ||||||
|  | #define GAMEPAD_PLAYER4		  3 | ||||||
|  |  | ||||||
|  | // 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 | ||||||
|  |  | ||||||
|  | // TODO: Review Xbox360 USB Controller Buttons | ||||||
|  |  | ||||||
|  | // 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 | ||||||
|  | //---------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  | // Boolean type | ||||||
|  | typedef enum { false, true } bool; | ||||||
|  |  | ||||||
|  | // 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 { | ||||||
|  | 	Color *pixels; | ||||||
|  | 	int width; | ||||||
|  | 	int height; | ||||||
|  | } Image; | ||||||
|  |  | ||||||
|  | // Texture2D type, bpp always RGBA (32bit) | ||||||
|  | // NOTE: Data stored in GPU memory | ||||||
|  | typedef struct Texture2D { | ||||||
|  | 	unsigned int glId; | ||||||
|  | 	int width; | ||||||
|  | 	int height; | ||||||
|  | } Texture2D; | ||||||
|  |  | ||||||
|  | // SpriteFont one Character (Glyph) data, defined in text module | ||||||
|  | typedef struct Character Character; | ||||||
|  |  | ||||||
|  | // SpriteFont type, includes texture and charSet array data | ||||||
|  | typedef struct SpriteFont { | ||||||
|  | 	Texture2D texture; | ||||||
|  | 	int numChars; | ||||||
|  | 	Character *charSet; | ||||||
|  | } SpriteFont; | ||||||
|  |  | ||||||
|  | // Vector2 type | ||||||
|  | typedef struct Vector2 { | ||||||
|  | 	float x; | ||||||
|  | 	float y; | ||||||
|  | } Vector2; | ||||||
|  |  | ||||||
|  | // Vector3 type | ||||||
|  | typedef struct Vector3 { | ||||||
|  | 	float x; | ||||||
|  | 	float y; | ||||||
|  | 	float z; | ||||||
|  | } Vector3; | ||||||
|  |  | ||||||
|  | // Camera type, defines a camera position/orientation in 3d space | ||||||
|  | typedef struct Camera { | ||||||
|  | 	Vector3 position; | ||||||
|  | 	Vector3 target; | ||||||
|  | 	Vector3 up; | ||||||
|  | } Camera; | ||||||
|  |  | ||||||
|  | // Basic 3d Model type | ||||||
|  | typedef struct Model { | ||||||
|  | 	int numVertices; | ||||||
|  | 	Vector3 *vertices; | ||||||
|  | 	Vector2 *texcoords; | ||||||
|  | 	Vector3 *normals; | ||||||
|  | } Model; | ||||||
|  |  | ||||||
|  | // Basic Sound source and buffer | ||||||
|  | typedef struct Sound { | ||||||
|  | 	unsigned int source; | ||||||
|  | 	unsigned int buffer; | ||||||
|  | } Sound; | ||||||
|  |  | ||||||
|  | #ifdef __cplusplus | ||||||
|  | extern "C" {			// Prevents name mangling of functions | ||||||
|  | #endif | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Global Variables Definition | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // It's lonely here... | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Window and Graphics Device Functions (Module: core) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | void InitWindow(int width, int height, char* title);	// Initialize Window and Graphics Context (OpenGL) | ||||||
|  | void CloseWindow();										// Close Window and Terminate Context | ||||||
|  | bool WindowShouldClose();								// Detect if KEY_ESCAPE pressed or Close icon pressed | ||||||
|  | void ToggleFullscreen();								// Fullscreen toggle (by default F11) | ||||||
|  |  | ||||||
|  | void ClearBackground(Color color);						// Sets Background Color | ||||||
|  | void BeginDrawing();									// Setup drawing canvas to start drawing | ||||||
|  | void EndDrawing();										// End canvas drawing and Swap Buffers (Double Buffering) | ||||||
|  |  | ||||||
|  | void Begin3dMode(Camera cam);							// Initializes 3D mode for drawing (Camera setup) | ||||||
|  | void End3dMode();										// Ends 3D mode and returns to default 2D orthographic mode | ||||||
|  |  | ||||||
|  | void SetTargetFPS(int fps);								// Set target FPS (maximum) | ||||||
|  | float GetFPS();											// Returns current FPS | ||||||
|  | float GetFrameTime();									// 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 | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Input Handling Functions (Module: core) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | bool IsKeyPressed(int key);								// Detect if a key is being pressed | ||||||
|  | bool IsKeyReleased(int key);							// Detect if a key is NOT being pressed | ||||||
|  |  | ||||||
|  | bool IsMouseButtonPressed(int button);					// Detect if a mouse button is being pressed | ||||||
|  | bool IsMouseButtonReleased(int button);					// Detect if a mouse button is NOT being pressed | ||||||
|  | int GetMouseX();										// Returns mouse position X | ||||||
|  | int GetMouseY();										// Returns mouse position Y | ||||||
|  | Vector2 GetMousePosition();								// Returns mouse position XY | ||||||
|  |  | ||||||
|  | bool IsGamepadAvailable(int gamepad);					// Detect if a gamepad is available | ||||||
|  | Vector2 GetGamepadMovement(int gamepad);				// Return axis movement vector for a gamepad | ||||||
|  | bool IsGamepadButtonPressed(int gamepad, int button);	// Detect if a gamepad button is being pressed | ||||||
|  | bool IsGamepadButtonReleased(int gamepad, int button);	// Detect if a gamepad button is NOT being pressed | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // 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 *points, int numPoints, Color color);											// Draw a closed polygon defined by points | ||||||
|  | void DrawPolyLine(Vector2 *points, int numPoints, Color color);										// Draw polygon lines | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Texture Loading and Drawing Functions (Module: textures) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | Image LoadImage(const char *fileName);																// Load an image into CPU memory (RAM) | ||||||
|  | void UnloadImage(Image image);																		// Unload image from CPU memory (RAM) | ||||||
|  | Texture2D LoadTexture(const char *fileName);														// Load an image as texture into GPU memory | ||||||
|  | //Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps);						// Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) | ||||||
|  | void UnloadTexture(Texture2D texture);																// Unload texture from GPU memory | ||||||
|  | void DrawTexture(Texture2D texture, int posX, int posY, Color tint);								// Draw a Texture2D | ||||||
|  | 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, float scale, Color tint);		// Draw a part of a texture defined by a rectangle | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Font Loading and Text Drawing Functions (Module: text) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | 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, int spacing, Color color);			// Draw text (using default font) | ||||||
|  | void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint);	// Draw text using SpriteFont | ||||||
|  | int MeasureText(const char *text, int fontSize, int spacing);										// Measure string width for default font | ||||||
|  | Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing);			// Measure string size for SpriteFont | ||||||
|  | int GetFontBaseSize(SpriteFont spriteFont);															// Returns the base size for a SpriteFont (chars height) | ||||||
|  | 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' | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Basic 3d Shapes Drawing Functions (Module: models) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | 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 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, 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, Vector3 rotation, Color color);						// Draw a plane | ||||||
|  | void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color);	// Draw a plane with divisions | ||||||
|  | void DrawGrid(int slices, float spacing);															// Draw a grid (centered at (0, 0, 0)) | ||||||
|  | void DrawGizmo(Vector3 position, bool orbits);														// Draw gizmo (with or without orbits) | ||||||
|  | //DrawTorus(), DrawTeapot() are useless... | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Model 3d Loading and Drawing Functions (Module: models) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | Model LoadModel(const char *fileName);																// Load a 3d model (.OBJ) | ||||||
|  | void UnloadModel(Model model);																		// Unload 3d model from memory | ||||||
|  | void DrawModel(Model model, Vector3 position, float scale, Color color);							// Draw a model | ||||||
|  | void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint);		// Draw a textured model | ||||||
|  | void DrawModelWires(Model model, Vector3 position, float scale, Color color);						// Draw a model wires | ||||||
|  |  | ||||||
|  | // NOTE: The following functions work but are incomplete or require some revision | ||||||
|  | // DrawHeightmap is extremely inefficient and can impact performance up to 60% | ||||||
|  | void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint);							// REVIEW: Draw a billboard (raylib 1.x) | ||||||
|  | void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint);	// REVIEW: Draw a billboard (raylib 1.x) | ||||||
|  | void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color);								// REVIEW: Draw heightmap using image map (raylib 1.x) | ||||||
|  | void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint);			// REVIEW: Draw textured heightmap (raylib 1.x) | ||||||
|  |  | ||||||
|  | #ifndef NO_AUDIO | ||||||
|  |  | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | // Audio Loading and Playing Functions (Module: audio) | ||||||
|  | //------------------------------------------------------------------------------------ | ||||||
|  | void InitAudioDevice();												// Initialize audio device and context | ||||||
|  | void CloseAudioDevice();											// Close the audio device and context | ||||||
|  | Sound LoadSound(char *fileName);									// Load sound to memory | ||||||
|  | void UnloadSound(Sound sound);										// Unload sound | ||||||
|  | void PlaySound(Sound sound);										// Play a sound | ||||||
|  | void PlaySoundEx(Sound sound, float timePosition, bool loop);		// Play a sound with extended parameters | ||||||
|  | void PauseSound(Sound sound);										// Pause a sound | ||||||
|  | void StopSound(Sound sound);										// Stop playing a sound | ||||||
|  |  | ||||||
|  | #endif	// NO_AUDIO | ||||||
|  |  | ||||||
|  | #ifdef __cplusplus | ||||||
|  | } | ||||||
|  | #endif | ||||||
|  |  | ||||||
|  | #endif // RAYLIB_H | ||||||
							
								
								
									
										
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