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Specifying a fixed seed for the random number generator is often used in games for various reasons. By adding an api function for seeding the random number generator we solve two different problems regarding the seeding: 1) The underlying RNG implementation does not leak to client code (as would be the case if we called srand directly from the client code) 2) Seeding the RNG would be simple from other programming languages (especially in cases where calling libc functions is non-trivial)
1527 lines
108 KiB
C
1527 lines
108 KiB
C
/**********************************************************************************************
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*
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* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5.
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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*
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* NOTES:
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* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
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* One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
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* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
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* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [core] msf_gif (Miles Fogle) for GIF recording
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* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
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* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
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* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
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* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
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* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
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* [text] stb_truetype (Sean Barret) for ttf fonts loading
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* [text] stb_rect_pack (Sean Barret) for rectangles packing
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* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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*
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*
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* LICENSE: zlib/libpng
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 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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#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
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#define RAYLIB_VERSION "4.0-dev"
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#ifndef RLAPI
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#define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
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#endif
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#endif
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#endif
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846f
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD (PI/180.0f)
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#endif
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#ifndef RAD2DEG
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#define RAD2DEG (180.0f/PI)
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#endif
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n,sz) calloc(n,sz)
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#endif
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#ifndef RL_REALLOC
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#define RL_REALLOC(ptr,sz) realloc(ptr,sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(ptr) free(ptr)
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#endif
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// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized with { }
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#if defined(__cplusplus)
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#define CLITERAL(type) type
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#else
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#define CLITERAL(type) (type)
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#endif
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// NOTE: We set some defines with some data types declared by raylib
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// Other modules (raymath, rlgl) also require some of those types, so,
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// to be able to use those other modules as standalone (not depending on raylib)
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// this defines are very useful for internal check and avoid type (re)definitions
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#define RL_COLOR_TYPE
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#define RL_RECTANGLE_TYPE
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#define RL_VECTOR2_TYPE
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#define RL_VECTOR3_TYPE
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#define RL_VECTOR4_TYPE
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#define RL_QUATERNION_TYPE
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#define RL_MATRIX_TYPE
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
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#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool)
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typedef enum bool { false, true } bool;
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#define RL_BOOL_TYPE
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#endif
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// Vector2, 2 components
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typedef struct Vector2 {
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float x; // Vector x component
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float y; // Vector y component
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} Vector2;
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// Vector3, 3 components
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typedef struct Vector3 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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} Vector3;
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// Vector4, 4 components
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typedef struct Vector4 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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float w; // Vector w component
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} Vector4;
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// Quaternion, 4 components (Vector4 alias)
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typedef Vector4 Quaternion;
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// Matrix, 4x4 components, column major, OpenGL style, right handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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// Color, 4 components, R8G8B8A8 (32bit)
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typedef struct Color {
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unsigned char r; // Color red value
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unsigned char g; // Color green value
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unsigned char b; // Color blue value
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unsigned char a; // Color alpha value
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} Color;
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// Rectangle, 4 components
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typedef struct Rectangle {
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float x; // Rectangle top-left corner position x
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float y; // Rectangle top-left corner position y
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float width; // Rectangle width
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float height; // Rectangle height
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} Rectangle;
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// Image, pixel data stored in CPU memory (RAM)
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typedef struct Image {
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void *data; // Image raw data
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (PixelFormat type)
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} Image;
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// Texture, tex data stored in GPU memory (VRAM)
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typedef struct Texture {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (PixelFormat type)
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} Texture;
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// Texture2D, same as Texture
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typedef Texture Texture2D;
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// TextureCubemap, same as Texture
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typedef Texture TextureCubemap;
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// RenderTexture, fbo for texture rendering
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typedef struct RenderTexture {
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unsigned int id; // OpenGL framebuffer object id
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Texture texture; // Color buffer attachment texture
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Texture depth; // Depth buffer attachment texture
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} RenderTexture;
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// RenderTexture2D, same as RenderTexture
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typedef RenderTexture RenderTexture2D;
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// NPatchInfo, n-patch layout info
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typedef struct NPatchInfo {
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Rectangle source; // Texture source rectangle
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int left; // Left border offset
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int top; // Top border offset
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int right; // Right border offset
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int bottom; // Bottom border offset
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int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// GlyphInfo, font characters glyphs info
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typedef struct GlyphInfo {
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int value; // Character value (Unicode)
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int offsetX; // Character offset X when drawing
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int offsetY; // Character offset Y when drawing
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int advanceX; // Character advance position X
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Image image; // Character image data
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} GlyphInfo;
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// Font, font texture and GlyphInfo array data
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typedef struct Font {
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int baseSize; // Base size (default chars height)
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int glyphCount; // Number of glyph characters
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int glyphPadding; // Padding around the glyph characters
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Texture2D texture; // Texture atlas containing the glyphs
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Rectangle *recs; // Rectangles in texture for the glyphs
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GlyphInfo *glyphs; // Glyphs info data
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} Font;
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// Camera, defines position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera2D, defines position/orientation in 2d space
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Mesh, vertex data and vao/vbo
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Vertex attributes data
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader
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typedef struct Shader {
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
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} Shader;
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// MaterialMap
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material, includes shader and maps
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float params[4]; // Material generic parameters (if required)
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} Material;
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// Transform, vectex transformation data
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typedef struct Transform {
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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} Transform;
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// Bone, skeletal animation bone
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typedef struct BoneInfo {
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char name[32]; // Bone name
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int parent; // Bone parent
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} BoneInfo;
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// Model, meshes, materials and animation data
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typedef struct Model {
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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int materialCount; // Number of materials
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Mesh *meshes; // Meshes array
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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} Model;
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// ModelAnimation
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typedef struct ModelAnimation {
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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} ModelAnimation;
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// Ray, ray for raycasting
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// RayCollision, ray hit information
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typedef struct RayCollision {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 point; // Point of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayCollision;
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// BoundingBox
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Wave, audio wave data
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typedef struct Wave {
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unsigned int frameCount; // Total number of frames (considering channels)
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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void *data; // Buffer data pointer
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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// AudioStream, custom audio stream
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typedef struct AudioStream {
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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} AudioStream;
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// Sound
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typedef struct Sound {
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AudioStream stream; // Audio stream
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unsigned int frameCount; // Total number of frames (considering channels)
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} Sound;
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// Music, audio stream, anything longer than ~10 seconds should be streamed
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typedef struct Music {
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AudioStream stream; // Audio stream
|
|
unsigned int frameCount; // Total number of frames (considering channels)
|
|
bool looping; // Music looping enable
|
|
|
|
int ctxType; // Type of music context (audio filetype)
|
|
void *ctxData; // Audio context data, depends on type
|
|
} Music;
|
|
|
|
// VrDeviceInfo, Head-Mounted-Display device parameters
|
|
typedef struct VrDeviceInfo {
|
|
int hResolution; // Horizontal resolution in pixels
|
|
int vResolution; // Vertical resolution in pixels
|
|
float hScreenSize; // Horizontal size in meters
|
|
float vScreenSize; // Vertical size in meters
|
|
float vScreenCenter; // Screen center in meters
|
|
float eyeToScreenDistance; // Distance between eye and display in meters
|
|
float lensSeparationDistance; // Lens separation distance in meters
|
|
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
|
float lensDistortionValues[4]; // Lens distortion constant parameters
|
|
float chromaAbCorrection[4]; // Chromatic aberration correction parameters
|
|
} VrDeviceInfo;
|
|
|
|
// VrStereoConfig, VR stereo rendering configuration for simulator
|
|
typedef struct VrStereoConfig {
|
|
Matrix projection[2]; // VR projection matrices (per eye)
|
|
Matrix viewOffset[2]; // VR view offset matrices (per eye)
|
|
float leftLensCenter[2]; // VR left lens center
|
|
float rightLensCenter[2]; // VR right lens center
|
|
float leftScreenCenter[2]; // VR left screen center
|
|
float rightScreenCenter[2]; // VR right screen center
|
|
float scale[2]; // VR distortion scale
|
|
float scaleIn[2]; // VR distortion scale in
|
|
} VrStereoConfig;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Enumerators Definition
|
|
//----------------------------------------------------------------------------------
|
|
// System/Window config flags
|
|
// NOTE: Every bit registers one state (use it with bit masks)
|
|
// By default all flags are set to 0
|
|
typedef enum {
|
|
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
|
|
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
|
|
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
|
|
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
|
|
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
|
|
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
|
|
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
|
|
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
|
|
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
|
|
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
|
|
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
|
|
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
|
|
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
|
|
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
|
|
} ConfigFlags;
|
|
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
typedef enum {
|
|
LOG_ALL = 0, // Display all logs
|
|
LOG_TRACE, // Trace logging, intended for internal use only
|
|
LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
LOG_INFO, // Info logging, used for program execution info
|
|
LOG_WARNING, // Warning logging, used on recoverable failures
|
|
LOG_ERROR, // Error logging, used on unrecoverable failures
|
|
LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
LOG_NONE // Disable logging
|
|
} TraceLogLevel;
|
|
|
|
// Keyboard keys (US keyboard layout)
|
|
// NOTE: Use GetKeyPressed() to allow redefining
|
|
// required keys for alternative layouts
|
|
typedef enum {
|
|
KEY_NULL = 0, // Key: NULL, used for no key pressed
|
|
// Alphanumeric keys
|
|
KEY_APOSTROPHE = 39, // Key: '
|
|
KEY_COMMA = 44, // Key: ,
|
|
KEY_MINUS = 45, // Key: -
|
|
KEY_PERIOD = 46, // Key: .
|
|
KEY_SLASH = 47, // Key: /
|
|
KEY_ZERO = 48, // Key: 0
|
|
KEY_ONE = 49, // Key: 1
|
|
KEY_TWO = 50, // Key: 2
|
|
KEY_THREE = 51, // Key: 3
|
|
KEY_FOUR = 52, // Key: 4
|
|
KEY_FIVE = 53, // Key: 5
|
|
KEY_SIX = 54, // Key: 6
|
|
KEY_SEVEN = 55, // Key: 7
|
|
KEY_EIGHT = 56, // Key: 8
|
|
KEY_NINE = 57, // Key: 9
|
|
KEY_SEMICOLON = 59, // Key: ;
|
|
KEY_EQUAL = 61, // Key: =
|
|
KEY_A = 65, // Key: A | a
|
|
KEY_B = 66, // Key: B | b
|
|
KEY_C = 67, // Key: C | c
|
|
KEY_D = 68, // Key: D | d
|
|
KEY_E = 69, // Key: E | e
|
|
KEY_F = 70, // Key: F | f
|
|
KEY_G = 71, // Key: G | g
|
|
KEY_H = 72, // Key: H | h
|
|
KEY_I = 73, // Key: I | i
|
|
KEY_J = 74, // Key: J | j
|
|
KEY_K = 75, // Key: K | k
|
|
KEY_L = 76, // Key: L | l
|
|
KEY_M = 77, // Key: M | m
|
|
KEY_N = 78, // Key: N | n
|
|
KEY_O = 79, // Key: O | o
|
|
KEY_P = 80, // Key: P | p
|
|
KEY_Q = 81, // Key: Q | q
|
|
KEY_R = 82, // Key: R | r
|
|
KEY_S = 83, // Key: S | s
|
|
KEY_T = 84, // Key: T | t
|
|
KEY_U = 85, // Key: U | u
|
|
KEY_V = 86, // Key: V | v
|
|
KEY_W = 87, // Key: W | w
|
|
KEY_X = 88, // Key: X | x
|
|
KEY_Y = 89, // Key: Y | y
|
|
KEY_Z = 90, // Key: Z | z
|
|
KEY_LEFT_BRACKET = 91, // Key: [
|
|
KEY_BACKSLASH = 92, // Key: '\'
|
|
KEY_RIGHT_BRACKET = 93, // Key: ]
|
|
KEY_GRAVE = 96, // Key: `
|
|
// Function keys
|
|
KEY_SPACE = 32, // Key: Space
|
|
KEY_ESCAPE = 256, // Key: Esc
|
|
KEY_ENTER = 257, // Key: Enter
|
|
KEY_TAB = 258, // Key: Tab
|
|
KEY_BACKSPACE = 259, // Key: Backspace
|
|
KEY_INSERT = 260, // Key: Ins
|
|
KEY_DELETE = 261, // Key: Del
|
|
KEY_RIGHT = 262, // Key: Cursor right
|
|
KEY_LEFT = 263, // Key: Cursor left
|
|
KEY_DOWN = 264, // Key: Cursor down
|
|
KEY_UP = 265, // Key: Cursor up
|
|
KEY_PAGE_UP = 266, // Key: Page up
|
|
KEY_PAGE_DOWN = 267, // Key: Page down
|
|
KEY_HOME = 268, // Key: Home
|
|
KEY_END = 269, // Key: End
|
|
KEY_CAPS_LOCK = 280, // Key: Caps lock
|
|
KEY_SCROLL_LOCK = 281, // Key: Scroll down
|
|
KEY_NUM_LOCK = 282, // Key: Num lock
|
|
KEY_PRINT_SCREEN = 283, // Key: Print screen
|
|
KEY_PAUSE = 284, // Key: Pause
|
|
KEY_F1 = 290, // Key: F1
|
|
KEY_F2 = 291, // Key: F2
|
|
KEY_F3 = 292, // Key: F3
|
|
KEY_F4 = 293, // Key: F4
|
|
KEY_F5 = 294, // Key: F5
|
|
KEY_F6 = 295, // Key: F6
|
|
KEY_F7 = 296, // Key: F7
|
|
KEY_F8 = 297, // Key: F8
|
|
KEY_F9 = 298, // Key: F9
|
|
KEY_F10 = 299, // Key: F10
|
|
KEY_F11 = 300, // Key: F11
|
|
KEY_F12 = 301, // Key: F12
|
|
KEY_LEFT_SHIFT = 340, // Key: Shift left
|
|
KEY_LEFT_CONTROL = 341, // Key: Control left
|
|
KEY_LEFT_ALT = 342, // Key: Alt left
|
|
KEY_LEFT_SUPER = 343, // Key: Super left
|
|
KEY_RIGHT_SHIFT = 344, // Key: Shift right
|
|
KEY_RIGHT_CONTROL = 345, // Key: Control right
|
|
KEY_RIGHT_ALT = 346, // Key: Alt right
|
|
KEY_RIGHT_SUPER = 347, // Key: Super right
|
|
KEY_KB_MENU = 348, // Key: KB menu
|
|
// Keypad keys
|
|
KEY_KP_0 = 320, // Key: Keypad 0
|
|
KEY_KP_1 = 321, // Key: Keypad 1
|
|
KEY_KP_2 = 322, // Key: Keypad 2
|
|
KEY_KP_3 = 323, // Key: Keypad 3
|
|
KEY_KP_4 = 324, // Key: Keypad 4
|
|
KEY_KP_5 = 325, // Key: Keypad 5
|
|
KEY_KP_6 = 326, // Key: Keypad 6
|
|
KEY_KP_7 = 327, // Key: Keypad 7
|
|
KEY_KP_8 = 328, // Key: Keypad 8
|
|
KEY_KP_9 = 329, // Key: Keypad 9
|
|
KEY_KP_DECIMAL = 330, // Key: Keypad .
|
|
KEY_KP_DIVIDE = 331, // Key: Keypad /
|
|
KEY_KP_MULTIPLY = 332, // Key: Keypad *
|
|
KEY_KP_SUBTRACT = 333, // Key: Keypad -
|
|
KEY_KP_ADD = 334, // Key: Keypad +
|
|
KEY_KP_ENTER = 335, // Key: Keypad Enter
|
|
KEY_KP_EQUAL = 336, // Key: Keypad =
|
|
// Android key buttons
|
|
KEY_BACK = 4, // Key: Android back button
|
|
KEY_MENU = 82, // Key: Android menu button
|
|
KEY_VOLUME_UP = 24, // Key: Android volume up button
|
|
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
|
|
} KeyboardKey;
|
|
|
|
// Add backwards compatibility support for deprecated names
|
|
#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
|
|
#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
|
|
#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
|
|
|
|
// Mouse buttons
|
|
typedef enum {
|
|
MOUSE_BUTTON_LEFT = 0, // Mouse button left
|
|
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
|
|
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
|
|
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
|
|
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
|
|
MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
|
|
MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
|
|
} MouseButton;
|
|
|
|
// Mouse cursor
|
|
typedef enum {
|
|
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
|
|
MOUSE_CURSOR_ARROW = 1, // Arrow shape
|
|
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
|
|
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
|
|
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
|
|
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
|
|
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
|
|
} MouseCursor;
|
|
|
|
// Gamepad buttons
|
|
typedef enum {
|
|
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
|
|
GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
|
|
GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
|
|
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
|
|
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
|
|
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
|
|
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
|
|
GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
|
|
GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
|
|
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
|
|
} GamepadButton;
|
|
|
|
// Gamepad axis
|
|
typedef enum {
|
|
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
|
|
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
|
|
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
|
|
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
|
|
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
|
|
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
|
|
} GamepadAxis;
|
|
|
|
// Material map index
|
|
typedef enum {
|
|
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
|
|
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
|
|
MATERIAL_MAP_NORMAL, // Normal material
|
|
MATERIAL_MAP_ROUGHNESS, // Roughness material
|
|
MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
|
|
MATERIAL_MAP_EMISSION, // Emission material
|
|
MATERIAL_MAP_HEIGHT, // Heightmap material
|
|
MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_BRDG // Brdg material
|
|
} MaterialMapIndex;
|
|
|
|
#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
|
|
#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
|
|
|
|
// Shader location index
|
|
typedef enum {
|
|
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
|
|
SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
|
|
SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
|
|
SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
|
|
SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
|
|
SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
|
|
SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
|
|
SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
|
|
SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
|
|
SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
|
|
SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
|
|
SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
|
|
SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
|
|
SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
|
|
SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
|
|
SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
|
|
SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
|
|
SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
|
|
SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
|
|
SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
|
|
SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
|
|
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
|
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
|
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
|
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
|
|
} ShaderLocationIndex;
|
|
|
|
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
|
|
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
|
|
|
|
// Shader uniform data type
|
|
typedef enum {
|
|
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
|
|
SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
|
|
SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
|
|
SHADER_UNIFORM_INT, // Shader uniform type: int
|
|
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
|
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
|
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
|
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
|
} ShaderUniformDataType;
|
|
|
|
// Shader attribute data types
|
|
typedef enum {
|
|
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
|
|
SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
|
|
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
|
|
} ShaderAttributeDataType;
|
|
|
|
// Pixel formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum {
|
|
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} PixelFormat;
|
|
|
|
// 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 {
|
|
TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
TEXTURE_FILTER_BILINEAR, // Linear filtering
|
|
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilter;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum {
|
|
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
|
|
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
|
|
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
|
|
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
|
|
} TextureWrap;
|
|
|
|
// Cubemap layouts
|
|
typedef enum {
|
|
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
|
|
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
|
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
|
|
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
|
|
} CubemapLayout;
|
|
|
|
// Font type, defines generation method
|
|
typedef enum {
|
|
FONT_DEFAULT = 0, // Default font generation, anti-aliased
|
|
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
|
|
FONT_SDF // SDF font generation, requires external shader
|
|
} FontType;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE, // Blend textures adding colors
|
|
BLEND_MULTIPLIED, // Blend textures multiplying colors
|
|
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
|
|
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
|
|
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
|
|
} BlendMode;
|
|
|
|
// Gesture
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum {
|
|
GESTURE_NONE = 0, // No gesture
|
|
GESTURE_TAP = 1, // Tap gesture
|
|
GESTURE_DOUBLETAP = 2, // Double tap gesture
|
|
GESTURE_HOLD = 4, // Hold gesture
|
|
GESTURE_DRAG = 8, // Drag gesture
|
|
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
|
|
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
|
|
GESTURE_SWIPE_UP = 64, // Swipe up gesture
|
|
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
|
|
GESTURE_PINCH_IN = 256, // Pinch in gesture
|
|
GESTURE_PINCH_OUT = 512 // Pinch out gesture
|
|
} Gesture;
|
|
|
|
// Camera system modes
|
|
typedef enum {
|
|
CAMERA_CUSTOM = 0, // Custom camera
|
|
CAMERA_FREE, // Free camera
|
|
CAMERA_ORBITAL, // Orbital camera
|
|
CAMERA_FIRST_PERSON, // First person camera
|
|
CAMERA_THIRD_PERSON // Third person camera
|
|
} CameraMode;
|
|
|
|
// Camera projection
|
|
typedef enum {
|
|
CAMERA_PERSPECTIVE = 0, // Perspective projection
|
|
CAMERA_ORTHOGRAPHIC // Orthographic projection
|
|
} CameraProjection;
|
|
|
|
// N-patch layout
|
|
typedef enum {
|
|
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
|
|
NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
|
|
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
|
|
} NPatchLayout;
|
|
|
|
// Callbacks to hook some internal functions
|
|
// WARNING: This callbacks are intended for advance users
|
|
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
|
|
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
|
|
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
|
|
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
|
|
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
#if defined(__cplusplus)
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
// Window-related functions
|
|
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
|
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
|
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
|
|
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
|
|
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
|
|
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
|
|
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
|
|
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
|
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
|
|
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (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 void SetWindowSize(int width, int height); // Set window dimensions
|
|
RLAPI void *GetWindowHandle(void); // Get native window handle
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
|
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
|
|
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
|
|
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
|
|
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
|
|
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
|
|
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
|
|
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
|
|
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
|
|
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
|
|
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
|
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
|
|
|
// Custom frame control functions
|
|
// NOTE: Those functions are intended for advance users that want full control over the frame processing
|
|
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
|
|
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
|
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
|
RLAPI void PollInputEvents(void); // Register all input events
|
|
RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
|
|
|
|
// Cursor-related functions
|
|
RLAPI void ShowCursor(void); // Shows cursor
|
|
RLAPI void HideCursor(void); // Hides cursor
|
|
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
|
|
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
|
|
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
|
|
RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
|
|
|
|
// 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 BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
|
|
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
|
|
RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
|
|
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
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, subtract, custom)
|
|
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
RLAPI void EndScissorMode(void); // End scissor mode
|
|
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
|
|
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
|
|
|
|
// VR stereo config functions for VR simulator
|
|
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
|
|
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
|
|
|
|
// Shader management functions
|
|
// NOTE: Shader functionality is not available on OpenGL 1.1
|
|
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
|
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
|
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
|
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
|
|
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
|
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
// Screen-space-related functions
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
|
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
|
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
|
|
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
|
|
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
|
|
|
// Timing-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI int GetFPS(void); // Get current FPS
|
|
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
|
|
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
|
|
|
|
// Misc. functions
|
|
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
|
|
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
|
|
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
|
|
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
|
|
|
|
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
|
|
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
|
|
RLAPI void *MemAlloc(int size); // Internal memory allocator
|
|
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
|
|
RLAPI void MemFree(void *ptr); // Internal memory free
|
|
|
|
// Set custom callbacks
|
|
// WARNING: Callbacks setup is intended for advance users
|
|
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
|
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
|
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
|
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
|
|
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
|
|
|
|
// Files management functions
|
|
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
|
|
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
|
|
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
|
|
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
|
|
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
|
|
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
|
|
RLAPI bool FileExists(const char *fileName); // Check if file exists
|
|
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
|
|
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav)
|
|
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
|
|
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
|
|
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
|
|
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
|
|
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
|
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
|
RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
|
|
RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
|
|
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
|
|
|
|
RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
|
|
RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
|
|
|
|
// Persistent storage management
|
|
RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
|
|
RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
|
|
|
|
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
|
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
|
|
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
|
|
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
|
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
|
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
|
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
|
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
|
|
|
// Input-related functions: mouse
|
|
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Get mouse position X
|
|
RLAPI int GetMouseY(void); // Get mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
|
|
RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
|
|
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
|
|
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
|
|
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
|
|
RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
|
|
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
|
|
|
|
// Input-related functions: touch
|
|
RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
|
|
RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
|
|
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
|
|
RLAPI int GetTouchPointCount(void); // Get number of touch points
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: gestures)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
|
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
|
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
|
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
|
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
|
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
|
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
|
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Camera System Functions (Module: camera)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
|
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
|
|
|
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
|
|
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
|
|
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic Shapes Drawing Functions (Module: shapes)
|
|
//------------------------------------------------------------------------------------
|
|
// Set texture and rectangle to be used on shapes drawing
|
|
// NOTE: It can be useful when using basic shapes and one single font,
|
|
// defining a font char white rectangle would allow drawing everything in a single draw call
|
|
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
|
|
|
// Basic shapes drawing functions
|
|
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
|
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
|
|
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
|
|
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
|
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RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
|
|
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
|
|
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
|
|
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
|
|
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
|
|
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
|
|
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
|
|
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
|
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
|
|
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
|
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
|
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
|
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
|
|
|
// Basic shapes collision detection functions
|
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
|
|
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Texture Loading and Drawing Functions (Module: textures)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Image loading functions
|
|
// NOTE: This functions do not require GPU access
|
|
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
|
|
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
|
|
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
|
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
|
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
|
|
|
|
// Image generation functions
|
|
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
|
|
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
|
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
|
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
|
|
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
|
|
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
|
|
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
|
|
|
|
// Image manipulation functions
|
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
|
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
|
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
|
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
|
|
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
|
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
|
|
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
|
|
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
|
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
|
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
|
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
|
|
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
|
|
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
|
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
|
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
|
|
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
|
|
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
|
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
|
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
|
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
|
|
RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
|
|
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
|
|
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
|
|
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
|
|
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
|
|
|
|
// Image drawing functions
|
|
// NOTE: Image software-rendering functions (CPU)
|
|
RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
|
|
RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
|
|
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
|
|
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
|
|
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
|
|
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
|
|
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
|
|
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
|
|
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
|
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
|
|
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
|
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
|
|
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
|
|
|
|
// Texture loading functions
|
|
// NOTE: These functions require GPU access
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
|
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
|
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
|
|
|
// Texture configuration functions
|
|
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
|
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
|
|
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
|
|
|
|
// Texture drawing functions
|
|
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
|
|
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
|
|
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
|
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
|
|
|
|
// Color/pixel related functions
|
|
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
|
|
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
|
|
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
|
|
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
|
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
|
|
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
|
|
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
|
|
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
|
|
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
|
|
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Font Loading and Text Drawing Functions (Module: text)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Font loading/unloading functions
|
|
RLAPI Font GetFontDefault(void); // Get the default Font
|
|
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters
|
|
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
|
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
|
|
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
|
|
|
|
// Text drawing functions
|
|
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
|
|
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
|
|
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
|
|
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
|
|
|
|
// Text font info functions
|
|
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
|
|
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
|
|
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
|
|
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
|
|
|
|
// Text codepoints management functions (unicode characters)
|
|
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
|
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
|
|
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
|
|
RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
|
RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
|
RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
|
|
|
|
// Text strings management functions (no UTF-8 strings, only byte chars)
|
|
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
|
|
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
|
|
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
|
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
|
|
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
|
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
|
|
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
|
|
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
|
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
|
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
|
|
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
|
|
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
|
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
|
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
|
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Basic geometric 3D shapes drawing functions
|
|
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
|
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
|
|
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
|
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
|
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
|
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
|
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
|
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
|
|
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
|
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
|
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
|
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
|
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
|
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
|
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
|
|
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Model 3d Loading and Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Model management functions
|
|
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
|
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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// Mesh management functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Mesh generation functions
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
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RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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// Material loading/unloading functions
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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// Audio device management functions
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
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// Wave/Sound loading/unloading functions
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
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RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
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// Wave/Sound management functions
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RLAPI void PlaySound(Sound sound); // Play a sound
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RLAPI void StopSound(Sound sound); // Stop playing a sound
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RLAPI void PauseSound(Sound sound); // Pause a sound
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
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RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
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RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
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// Music management functions
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
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RLAPI void StopMusicStream(Music music); // Stop music playing
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RLAPI void PauseMusicStream(Music music); // Pause music playing
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
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RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
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RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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#if defined(__cplusplus)
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}
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#endif
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#endif // RAYLIB_H
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