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https://github.com/raysan5/raylib.git
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Improved mipmaps support and image loading
This commit is contained in:
63
src/raylib.h
63
src/raylib.h
@@ -358,18 +358,19 @@ typedef enum {
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} TextureFormat;
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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typedef enum {
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GESTURE_NONE = 0,
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GESTURE_TAP,
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GESTURE_DOUBLETAP,
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GESTURE_HOLD,
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GESTURE_DRAG,
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GESTURE_SWIPE_RIGHT,
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GESTURE_SWIPE_LEFT,
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GESTURE_SWIPE_UP,
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GESTURE_SWIPE_DOWN,
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GESTURE_PINCH_IN,
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GESTURE_PINCH_OUT
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GESTURE_NONE = 1,
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GESTURE_TAP = 2,
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GESTURE_DOUBLETAP = 4,
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GESTURE_HOLD = 8,
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GESTURE_DRAG = 16,
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GESTURE_SWIPE_RIGHT = 32,
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GESTURE_SWIPE_LEFT = 64,
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GESTURE_SWIPE_UP = 128,
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GESTURE_SWIPE_DOWN = 256,
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GESTURE_PINCH_IN = 512,
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GESTURE_PINCH_OUT = 1024
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} Gestures;
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#ifdef __cplusplus
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@@ -431,14 +432,15 @@ void SetCameraMode(int mode); // Select camera mod
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Camera UpdateCamera(Vector3 *position); // Update camera with position
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void SetCameraControls(int front, int left, int back, int right, int up, int down);
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void SetMouseSensitivity(float sensitivity);
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void SetResetPosition(Vector3 resetPosition);
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void SetResetControl(int resetKey);
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void SetPawnControl(int pawnControlKey);
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void SetFnControl(int fnControlKey);
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void SetSmoothZoomControl(int smoothZoomControlKey);
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void SetOrbitalTarget(Vector3 target);
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void SetCameraMouseSensitivity(float sensitivity);
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void SetCameraResetPosition(Vector3 resetPosition);
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void SetCameraResetControl(int resetKey);
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void SetCameraPawnControl(int pawnControlKey);
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void SetCameraFnControl(int fnControlKey);
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void SetCameraSmoothZoomControl(int smoothZoomControlKey);
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void SetCameraOrbitalTarget(Vector3 target);
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// Shaders control functions
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int GetShaderLocation(Shader shader, const char *uniformName);
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
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@@ -488,12 +490,14 @@ Vector2 GetTouchPosition(void); // Returns touch positio
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// Gestures System (module: gestures)
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bool IsGestureDetected(void);
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int GetGestureType(void);
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float GetDragIntensity(void);
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float GetDragAngle(void);
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Vector2 GetDragVector(void);
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int GetHoldDuration(void); // Hold time in frames
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float GetPinchDelta(void);
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float GetPinchAngle(void);
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void SetGesturesEnabled(unsigned int gestureFlags);
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float GetGestureDragIntensity(void);
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float GetGestureDragAngle(void);
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Vector2 GetGestureDragVector(void);
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int GetGestureHoldDuration(void); // Hold time in frames
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float GetGesturePinchDelta(void);
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float GetGesturePinchAngle(void);
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#endif
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//------------------------------------------------------------------------------------
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@@ -530,16 +534,19 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Image LoadImageFromData(Color *pixels, int width, int height, int format); // Load image from Color array data
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
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Texture2D LoadTextureFromImage(Image image); // Load a texture from image data (and generate mipmaps)
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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 ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format
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Color *GetPixelData(Image image); // Get pixel data from image as a Color struct array
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
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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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