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	New raylib release, including html5 binaries
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							@@ -0,0 +1,506 @@
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/**********************************************************************************************
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		||||
*
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		||||
*   raylib 1.2 (www.raylib.com)
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		||||
*
 | 
			
		||||
*   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
 | 
			
		||||
*     Multiple textures support, including DDS 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
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		||||
*
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		||||
*   Used external libs:
 | 
			
		||||
*     GLFW3 (www.glfw.org) for window/context management and input
 | 
			
		||||
*     GLEW for OpenGL extensions loading (3.3+ and ES2)
 | 
			
		||||
*     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
 | 
			
		||||
*     OpenAL Soft for audio device/context management
 | 
			
		||||
*     tinfl for data decompression (DEFLATE algorithm)
 | 
			
		||||
*
 | 
			
		||||
*   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()
 | 
			
		||||
*     If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
 | 
			
		||||
*
 | 
			
		||||
*   -- LICENSE (raylib v1.2, September 2014) --
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		||||
*
 | 
			
		||||
*   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.
 | 
			
		||||
*
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		||||
**********************************************************************************************/
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		||||
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		||||
#ifndef RAYLIB_H
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		||||
#define RAYLIB_H
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		||||
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		||||
// 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)
 | 
			
		||||
 | 
			
		||||
// 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)
 | 
			
		||||
    #include <android_native_app_glue.h>    // Defines android_app struct
 | 
			
		||||
#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
 | 
			
		||||
 | 
			
		||||
// 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_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;
 | 
			
		||||
 | 
			
		||||
// 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;
 | 
			
		||||
 | 
			
		||||
// 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 id;        // OpenGL id
 | 
			
		||||
    int width;
 | 
			
		||||
    int height;
 | 
			
		||||
} Texture2D;
 | 
			
		||||
 | 
			
		||||
// Character type (one font glyph)
 | 
			
		||||
typedef struct Character {
 | 
			
		||||
    int value;        //char value = ' '; (int)value = 32;
 | 
			
		||||
    int x;
 | 
			
		||||
    int y;
 | 
			
		||||
    int w;
 | 
			
		||||
    int h;
 | 
			
		||||
} Character;
 | 
			
		||||
 | 
			
		||||
// SpriteFont type, includes texture and charSet array data
 | 
			
		||||
typedef struct SpriteFont {
 | 
			
		||||
    Texture2D texture;
 | 
			
		||||
    int numChars;
 | 
			
		||||
    Character *charSet;
 | 
			
		||||
} SpriteFont;
 | 
			
		||||
 | 
			
		||||
// Camera type, defines a camera position/orientation in 3d space
 | 
			
		||||
typedef struct Camera {
 | 
			
		||||
    Vector3 position;
 | 
			
		||||
    Vector3 target;
 | 
			
		||||
    Vector3 up;
 | 
			
		||||
} Camera;
 | 
			
		||||
 | 
			
		||||
// Vertex data definning a mesh
 | 
			
		||||
typedef struct VertexData {
 | 
			
		||||
    int vertexCount;
 | 
			
		||||
    float *vertices;            // 3 components per vertex
 | 
			
		||||
    float *texcoords;           // 2 components per vertex
 | 
			
		||||
    float *normals;             // 3 components per vertex
 | 
			
		||||
    unsigned char *colors;      // 4 components per vertex
 | 
			
		||||
} VertexData;
 | 
			
		||||
 | 
			
		||||
// 3d Model type
 | 
			
		||||
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
 | 
			
		||||
typedef struct Model {
 | 
			
		||||
    VertexData mesh;
 | 
			
		||||
    unsigned int vaoId;
 | 
			
		||||
    unsigned int vboId[4];
 | 
			
		||||
    unsigned int textureId;
 | 
			
		||||
    //Matrix transform;
 | 
			
		||||
} Model;
 | 
			
		||||
 | 
			
		||||
// Sound source type
 | 
			
		||||
typedef struct Sound {
 | 
			
		||||
    unsigned int source;
 | 
			
		||||
    unsigned int buffer;
 | 
			
		||||
} 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;
 | 
			
		||||
    short bitsPerSample;
 | 
			
		||||
    short channels;
 | 
			
		||||
} Wave;
 | 
			
		||||
 | 
			
		||||
#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
 | 
			
		||||
#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
 | 
			
		||||
void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
 | 
			
		||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
 | 
			
		||||
void SetCustomCursor(const char *cursorImage);              // Set a custom cursor icon/image
 | 
			
		||||
void SetExitKey(int key);                                   // Set a custom key to exit program (default is ESC)
 | 
			
		||||
#endif
 | 
			
		||||
int GetScreenWidth(void);                                   // Get current screen width
 | 
			
		||||
int GetScreenHeight(void);                                  // Get current screen height
 | 
			
		||||
int GetKeyPressed(void);                                    // Get latest key pressed
 | 
			
		||||
 | 
			
		||||
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 Begin3dMode(Camera cam);                               // Initializes 3D mode for drawing (Camera setup)
 | 
			
		||||
void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
 | 
			
		||||
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 SetupFlags(char flags);                                // Enable some window configurations
 | 
			
		||||
void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
// 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
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if defined(PLATFORM_DESKTOP)
 | 
			
		||||
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 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
 | 
			
		||||
 | 
			
		||||
#if defined(PLATFORM_ANDROID)
 | 
			
		||||
bool IsScreenTouched(void);                             // Detect screen touch event
 | 
			
		||||
int GetTouchX(void);                                    // Returns touch position X
 | 
			
		||||
int GetTouchY(void);                                    // Returns touch position Y
 | 
			
		||||
Vector2 GetTouchPosition(void);                         // Returns touch position XY
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
// 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 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 LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
 | 
			
		||||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps);                                      // Load a texture from image data (and generate mipmaps)
 | 
			
		||||
Texture2D CreateTexture(Image image, bool genMipmaps);                                             // [DEPRECATED] Same as LoadTextureFromImage()
 | 
			
		||||
void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 | 
			
		||||
void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
 | 
			
		||||
void ConvertToPOT(Image *image, Color fillColor);                                                  // Convert image to POT (power-of-two)
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
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 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 DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]);	   // Draw a quad
 | 
			
		||||
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);                                                                  // Draw simple gizmo
 | 
			
		||||
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);                                 // Draw gizmo with extended parameters
 | 
			
		||||
//DrawTorus(), DrawTeapot() are useless...
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
// Model 3d Loading and Drawing Functions (Module: models)
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
 | 
			
		||||
//Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
 | 
			
		||||
Model LoadHeightmap(Image heightmap, float maxHeight);                                             // 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
 | 
			
		||||
void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
 | 
			
		||||
 | 
			
		||||
void DrawModel(Model model, Vector3 position, float scale, Color tint);                            // Draw a model (with texture if set)
 | 
			
		||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint);      // Draw a model with extended parameters
 | 
			
		||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color);                      // Draw a model wires (with texture if set)
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
// 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)
 | 
			
		||||
 | 
			
		||||
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 SoundIsPlaying(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)
 | 
			
		||||
 | 
			
		||||
void PlayMusicStream(char *fileName);                           // Start music playing (open stream)
 | 
			
		||||
void StopMusicStream(void);                                     // Stop music playing (close stream)
 | 
			
		||||
void PauseMusicStream(void);                                    // Pause music playing
 | 
			
		||||
void ResumeMusicStream(void);                                   // Resume playing paused music
 | 
			
		||||
bool MusicIsPlaying(void);                                      // Check if music is playing
 | 
			
		||||
void SetMusicVolume(float volume);                              // Set volume for music (1.0 is max level)
 | 
			
		||||
float GetMusicTimeLength(void);                                 // Get current music time length (in seconds)
 | 
			
		||||
float GetMusicTimePlayed(void);                                 // Get current music time played (in seconds)
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif // RAYLIB_H
 | 
			
		||||
@@ -14,7 +14,7 @@
 | 
			
		||||
*     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 and Raspberry Pi
 | 
			
		||||
*     Multiplatform support, including Android devices, Raspberry Pi and HTML5
 | 
			
		||||
*
 | 
			
		||||
*   Used external libs:
 | 
			
		||||
*     GLFW3 (www.glfw.org) for window/context management and input
 | 
			
		||||
@@ -63,9 +63,10 @@
 | 
			
		||||
//#define PLATFORM_DESKTOP      // Windows, Linux or OSX
 | 
			
		||||
//#define PLATFORM_ANDROID      // Android device
 | 
			
		||||
//#define PLATFORM_RPI          // Raspberry Pi
 | 
			
		||||
//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
 | 
			
		||||
 | 
			
		||||
// Security check in case no PLATFORM_* defined
 | 
			
		||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI)
 | 
			
		||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
 | 
			
		||||
    #define PLATFORM_DESKTOP
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
@@ -179,6 +180,9 @@
 | 
			
		||||
// Boolean type
 | 
			
		||||
typedef enum { false, true } bool;
 | 
			
		||||
 | 
			
		||||
// byte type
 | 
			
		||||
typedef unsigned char byte;
 | 
			
		||||
 | 
			
		||||
// Vector2 type
 | 
			
		||||
typedef struct Vector2 {
 | 
			
		||||
    float x;
 | 
			
		||||
@@ -225,8 +229,13 @@ typedef struct Texture2D {
 | 
			
		||||
} Texture2D;
 | 
			
		||||
 | 
			
		||||
// Character type (one font glyph)
 | 
			
		||||
// NOTE: Defined in module: text
 | 
			
		||||
typedef struct Character Character;
 | 
			
		||||
typedef struct Character {
 | 
			
		||||
    int value;        //char value = ' '; (int)value = 32;
 | 
			
		||||
    int x;
 | 
			
		||||
    int y;
 | 
			
		||||
    int w;
 | 
			
		||||
    int h;
 | 
			
		||||
} Character;
 | 
			
		||||
 | 
			
		||||
// SpriteFont type, includes texture and charSet array data
 | 
			
		||||
typedef struct SpriteFont {
 | 
			
		||||
@@ -267,6 +276,15 @@ typedef struct Sound {
 | 
			
		||||
    unsigned int buffer;
 | 
			
		||||
} 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;
 | 
			
		||||
    short bitsPerSample;
 | 
			
		||||
    short channels;
 | 
			
		||||
} Wave;
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {            // Prevents name mangling of functions
 | 
			
		||||
#endif
 | 
			
		||||
@@ -281,7 +299,7 @@ extern "C" {            // Prevents name mangling of functions
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
#if defined(PLATFORM_ANDROID)
 | 
			
		||||
void InitWindow(int width, int height, struct android_app *state);  // Init Android activity
 | 
			
		||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
 | 
			
		||||
#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
 | 
			
		||||
 | 
			
		||||
@@ -294,6 +312,7 @@ void SetExitKey(int key);                                   // Set a custom key
 | 
			
		||||
#endif
 | 
			
		||||
int GetScreenWidth(void);                                   // Get current screen width
 | 
			
		||||
int GetScreenHeight(void);                                  // Get current screen height
 | 
			
		||||
int GetKeyPressed(void);                                    // Get latest key pressed
 | 
			
		||||
 | 
			
		||||
void ClearBackground(Color color);                          // Sets Background Color
 | 
			
		||||
void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
 | 
			
		||||
@@ -313,13 +332,12 @@ int GetRandomValue(int min, int max);                       // Returns a random
 | 
			
		||||
Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 | 
			
		||||
 | 
			
		||||
void SetupFlags(char flags);                                // Enable some window configurations
 | 
			
		||||
 | 
			
		||||
void ShowLogo(void);                                        // Activates raylib logo at startup
 | 
			
		||||
void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
// Input Handling Functions (Module: core)
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
 | 
			
		||||
#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
 | 
			
		||||
@@ -332,8 +350,11 @@ bool IsMouseButtonUp(int button);                       // Detect if a mouse but
 | 
			
		||||
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
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if defined(PLATFORM_DESKTOP)
 | 
			
		||||
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 has been pressed once
 | 
			
		||||
@@ -386,9 +407,11 @@ Image LoadImage(const char *fileName);
 | 
			
		||||
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 LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
 | 
			
		||||
Texture2D CreateTexture(Image image, bool genMipmaps);                                             // Create a Texture2D from Image data (and generate mipmaps)
 | 
			
		||||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps);                                      // Load a texture from image data (and generate mipmaps)
 | 
			
		||||
Texture2D CreateTexture(Image image, bool genMipmaps);                                             // [DEPRECATED] Same as LoadTextureFromImage()
 | 
			
		||||
void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 | 
			
		||||
void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
 | 
			
		||||
void ConvertToPOT(Image *image, Color fillColor);                                                  // Convert image to POT (power-of-two)
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
@@ -425,6 +448,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
 | 
			
		||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
 | 
			
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]);	   // Draw a quad
 | 
			
		||||
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))
 | 
			
		||||
@@ -438,7 +462,7 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);
 | 
			
		||||
Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
 | 
			
		||||
//Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
 | 
			
		||||
Model LoadHeightmap(Image heightmap, float maxHeight);                                             // Load a heightmap image as a 3d model
 | 
			
		||||
Model LoadCubesmap(Image cubesmap);                                                                // Load a map image as a 3d model (cubes based)
 | 
			
		||||
Model LoadCubicmap(Image cubicmap);                                                                // Load a map image as a 3d model (cubes based)
 | 
			
		||||
void UnloadModel(Model model);                                                                     // Unload 3d model from memory
 | 
			
		||||
void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
 | 
			
		||||
 | 
			
		||||
@@ -456,6 +480,7 @@ void InitAudioDevice(void);                                     // Initialize au
 | 
			
		||||
void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
 | 
			
		||||
 | 
			
		||||
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
 | 
			
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 | 
			
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