/********************************************************************************************** * * raylib v1.8.0 stripped * * A simple and easy-to-use library to learn videogames programming (www.raylib.com) * * FEATURES: * - Library written in plain C code (C99) * - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * - Multiple textures support, including compressed formats and mipmaps generation * - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps * - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath] * - Audio loading and playing with streaming support and mixing channels: [audio] * - VR stereo rendering support with configurable HMD device parameters * - Minimal external dependencies (GLFW3, OpenGL, OpenAL) * - Complete bindings for Lua, Go and Pascal * * NOTES: * 32bit Colors - Any defined Color is always RGBA (4 byte) * One custom font is loaded by default when InitWindow() [core] * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * * DEPENDENCIES: * GLFW3 (www.glfw.org) for window/context management and input [core] * GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] * OpenAL Soft for audio device/context management [audio] * * OPTIONAL DEPENDENCIES: * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] * stb_image_write (Sean Barret) for image writting (PNG) [utils] * stb_truetype (Sean Barret) for ttf fonts loading [text] * stb_vorbis (Sean Barret) for ogg audio loading [audio] * jar_xm (Joshua Reisenauer) for XM audio module loading [audio] * jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] * dr_flac (David Reid) for FLAC audio file loading [audio] * tinfl for data decompression (DEFLATE algorithm) [rres] * * * LICENSE: zlib/libpng * * 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) 2013-2017 Ramon Santamaria (@raysan5) * * 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 // 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(_WIN32) && defined(BUILDING_DLL) #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL #elif defined(_WIN32) && defined(RAYLIB_DLL) #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL #else #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846f #endif #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) // raylib Config Flags #define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup #define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen #define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window #define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) #define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window #define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X #define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU // 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_F11 300 #define KEY_F12 301 #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 // Keyboard Alpha Numeric Keys #define KEY_ZERO 48 #define KEY_ONE 49 #define KEY_TWO 50 #define KEY_THREE 51 #define KEY_FOUR 52 #define KEY_FIVE 53 #define KEY_SIX 54 #define KEY_SEVEN 55 #define KEY_EIGHT 56 #define KEY_NINE 57 #define KEY_A 65 #define KEY_B 66 #define KEY_C 67 #define KEY_D 68 #define KEY_E 69 #define KEY_F 70 #define KEY_G 71 #define KEY_H 72 #define KEY_I 73 #define KEY_J 74 #define KEY_K 75 #define KEY_L 76 #define KEY_M 77 #define KEY_N 78 #define KEY_O 79 #define KEY_P 80 #define KEY_Q 81 #define KEY_R 82 #define KEY_S 83 #define KEY_T 84 #define KEY_U 85 #define KEY_V 86 #define KEY_W 87 #define KEY_X 88 #define KEY_Y 89 #define KEY_Z 90 #if defined(PLATFORM_ANDROID) // Android Physical Buttons #define KEY_BACK 4 #define KEY_MENU 82 #define KEY_VOLUME_UP 24 #define KEY_VOLUME_DOWN 25 #endif // Mouse Buttons #define MOUSE_LEFT_BUTTON 0 #define MOUSE_RIGHT_BUTTON 1 #define MOUSE_MIDDLE_BUTTON 2 // Touch points registered #define MAX_TOUCH_POINTS 2 // Gamepad Number #define GAMEPAD_PLAYER1 0 #define GAMEPAD_PLAYER2 1 #define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER4 3 // Gamepad Buttons/Axis // PS3 USB Controller Buttons #define GAMEPAD_PS3_BUTTON_TRIANGLE 0 #define GAMEPAD_PS3_BUTTON_CIRCLE 1 #define GAMEPAD_PS3_BUTTON_CROSS 2 #define GAMEPAD_PS3_BUTTON_SQUARE 3 #define GAMEPAD_PS3_BUTTON_L1 6 #define GAMEPAD_PS3_BUTTON_R1 7 #define GAMEPAD_PS3_BUTTON_L2 4 #define GAMEPAD_PS3_BUTTON_R2 5 #define GAMEPAD_PS3_BUTTON_START 8 #define GAMEPAD_PS3_BUTTON_SELECT 9 #define GAMEPAD_PS3_BUTTON_UP 24 #define GAMEPAD_PS3_BUTTON_RIGHT 25 #define GAMEPAD_PS3_BUTTON_DOWN 26 #define GAMEPAD_PS3_BUTTON_LEFT 27 #define GAMEPAD_PS3_BUTTON_PS 12 // PS3 USB Controller Axis #define GAMEPAD_PS3_AXIS_LEFT_X 0 #define GAMEPAD_PS3_AXIS_LEFT_Y 1 #define GAMEPAD_PS3_AXIS_RIGHT_X 2 #define GAMEPAD_PS3_AXIS_RIGHT_Y 5 #define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) #define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) // Xbox360 USB Controller Buttons #define GAMEPAD_XBOX_BUTTON_A 0 #define GAMEPAD_XBOX_BUTTON_B 1 #define GAMEPAD_XBOX_BUTTON_X 2 #define GAMEPAD_XBOX_BUTTON_Y 3 #define GAMEPAD_XBOX_BUTTON_LB 4 #define GAMEPAD_XBOX_BUTTON_RB 5 #define GAMEPAD_XBOX_BUTTON_SELECT 6 #define GAMEPAD_XBOX_BUTTON_START 7 #define GAMEPAD_XBOX_BUTTON_UP 10 #define GAMEPAD_XBOX_BUTTON_RIGHT 11 #define GAMEPAD_XBOX_BUTTON_DOWN 12 #define GAMEPAD_XBOX_BUTTON_LEFT 13 #define GAMEPAD_XBOX_BUTTON_HOME 8 // Xbox360 USB Controller Axis // NOTE: For Raspberry Pi, axis must be reconfigured #if defined(PLATFORM_RPI) #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) #else #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) #define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) #define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) #endif // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. #ifdef __cplusplus #define CLITERAL #else #define CLITERAL (Color) #endif // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray #define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray #define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray #define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow #define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold #define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange #define PINK CLITERAL{ 255, 109, 194, 255 } // Pink #define RED CLITERAL{ 230, 41, 55, 255 } // Red #define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon #define GREEN CLITERAL{ 0, 228, 48, 255 } // Green #define LIME CLITERAL{ 0, 158, 47, 255 } // Lime #define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green #define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue #define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue #define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue #define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple #define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet #define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple #define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige #define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown #define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown #define WHITE CLITERAL{ 255, 255, 255, 255 } // White #define BLACK CLITERAL{ 0, 0, 0, 255 } // Black #define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) // Shader and material limits #define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct #define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form typedef enum { false, true } bool; #endif #endif // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Matrix type (OpenGL style 4x4 - right handed, column major) typedef struct Matrix { float m0, m4, m8, m12; float m1, m5, m9, m13; float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; // 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 { void *data; // Image raw data int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat type) } Image; // Texture2D type // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { unsigned int id; // OpenGL Framebuffer Object (FBO) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; // SpriteFont character info typedef struct CharInfo { int value; // Character value (Unicode) Rectangle rec; // Character rectangle in sprite font int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X } CharInfo; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; // Font texture int baseSize; // Base size (default chars height) int charsCount; // Number of characters CharInfo *chars; // Characters info data } SpriteFont; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; // Camera2D type, defines a 2d camera typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; // Bounding box type typedef struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh // NOTE: Data stored in CPU memory (and GPU) typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices;// Vertex indices (in case vertex data comes indexed) unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id int locs[MAX_SHADER_LOCATIONS]; // Shader locations array } Shader; // Material texture map typedef struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } MaterialMap; // Material type (generic) typedef struct Material { Shader shader; // Material shader MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps float *params; // Material generic parameters (if required) } Material; // Model type typedef struct Model { Mesh mesh; // Vertex data buffers (RAM and VRAM) Matrix transform; // Local transform matrix Material material; // Shader and textures data } Model; // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // Trace log type typedef enum { LOG_INFO = 0, LOG_WARNING, LOG_ERROR, LOG_DEBUG, LOG_OTHER } LogType; // Shader location point type typedef enum { LOC_VERTEX_POSITION = 0, LOC_VERTEX_TEXCOORD01, LOC_VERTEX_TEXCOORD02, LOC_VERTEX_NORMAL, LOC_VERTEX_TANGENT, LOC_VERTEX_COLOR, LOC_MATRIX_MVP, LOC_MATRIX_MODEL, LOC_MATRIX_VIEW, LOC_MATRIX_PROJECTION, LOC_VECTOR_VIEW, LOC_COLOR_DIFFUSE, LOC_COLOR_SPECULAR, LOC_COLOR_AMBIENT, LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE LOC_MAP_METALNESS, // LOC_MAP_SPECULAR LOC_MAP_NORMAL, LOC_MAP_ROUGHNESS, LOC_MAP_OCCUSION, LOC_MAP_EMISSION, LOC_MAP_HEIGHT, LOC_MAP_CUBEMAP, LOC_MAP_IRRADIANCE, LOC_MAP_PREFILTER, LOC_MAP_BRDF } ShaderLocationIndex; #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO #define LOC_MAP_SPECULAR LOC_MAP_METALNESS // Material map type typedef enum { MAP_ALBEDO = 0, // MAP_DIFFUSE MAP_METALNESS = 1, // MAP_SPECULAR MAP_NORMAL = 2, MAP_ROUGHNESS = 3, MAP_OCCLUSION, MAP_EMISSION, MAP_HEIGHT, MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_BRDF } TexmapIndex; #define MAP_DIFFUSE MAP_ALBEDO #define MAP_SPECULAR MAP_METALNESS // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) UNCOMPRESSED_R5G6B5, // 16 bpp UNCOMPRESSED_R8G8B8, // 24 bpp UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) UNCOMPRESSED_R8G8B8A8, // 32 bpp UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) COMPRESSED_DXT3_RGBA, // 8 bpp COMPRESSED_DXT5_RGBA, // 8 bpp COMPRESSED_ETC1_RGB, // 4 bpp COMPRESSED_ETC2_RGB, // 4 bpp COMPRESSED_ETC2_EAC_RGBA, // 8 bpp COMPRESSED_PVRT_RGB, // 4 bpp COMPRESSED_PVRT_RGBA, // 4 bpp COMPRESSED_ASTC_4x4_RGBA, // 8 bpp COMPRESSED_ASTC_8x8_RGBA // 2 bpp } TextureFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } TextureFilterMode; // Texture parameters: wrap mode typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Window-related functions RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) RLAPI void End2dMode(void); // Ends 2D mode with custom camera RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) // Timming-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn // Color-related functions RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes // Math useful functions (available from raymath.h) RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f RLAPI Matrix MatrixIdentity(void); // Returns identity matrix // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) // Files management functions RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension RLAPI const char *GetExtension(const char *fileName); // Get file extension RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) RLAPI const char *GetWorkingDirectory(void); // Get current working directory RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI char **GetDroppedFiles(int *count); // Get dropped files names RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer // Persistent storage management RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed RLAPI int GetKeyPressed(void); // Get latest key pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed RLAPI int GetMouseX(void); // Returns mouse position X RLAPI int GetMouseY(void); // Returns mouse position Y RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y // Input-related functions: touch RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) //------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ // Shader loading/unloading functions RLAPI char *LoadText(const char *fileName); // Load chars array from text file RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI Shader GetShaderDefault(void); // Get default shader RLAPI Texture2D GetTextureDefault(void); // Get default texture // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) // Texture maps generation (PBR) // NOTE: Required shaders should be provided RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data // Shading begin/end functions RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) #ifdef __cplusplus } #endif #endif // RAYLIB_H