mirror of
https://github.com/raysan5/raylib.git
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Added full support for HTML5 (emscripten)
Corrected some bugs on the way... Automatically convert textures to POT on RPI and WEB
This commit is contained in:
12
src/raylib.h
12
src/raylib.h
@@ -63,6 +63,7 @@
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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@@ -298,7 +299,7 @@ extern "C" { // Prevents name mangling of functions
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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void InitWindow(int width, int height, struct android_app *state); // Init Android activity
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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#endif
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@@ -311,6 +312,7 @@ void SetExitKey(int key); // Set a custom key
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#endif
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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int GetKeyPressed(void); // Get latest key pressed
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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@@ -330,8 +332,7 @@ int GetRandomValue(int min, int max); // Returns a random
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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void SetupFlags(char flags); // Enable some window configurations
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void ShowLogo(void); // Activates raylib logo at startup
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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@@ -410,6 +411,7 @@ Texture2D LoadTextureFromImage(Image image, bool genMipmaps);
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Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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@@ -460,7 +462,7 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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Model LoadCubesmap(Image cubesmap); // Load a map image as a 3d model (cubes based)
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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@@ -478,7 +480,7 @@ void InitAudioDevice(void); // Initialize au
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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