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Restore window currently says it sets the window state to: "not minimized/maximized" However, if a window is maximized and then minimized, it's typical that it would restore back to being maximized, which is what seems to happen from my testing. I've reworded the description to better reflect this behavior.
1715 lines
128 KiB
C
1715 lines
128 KiB
C
/**********************************************************************************************
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*
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* raylib v5.6-dev - 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, Android, Raspberry Pi, DRM native, 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, 4.3, ES2, ES3 - 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, OTF, FNT, BDF, Sprite 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, M3D, 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, QOA, 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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* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
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* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
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* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
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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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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
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* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
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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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* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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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) 2013-2025 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_MAJOR 5
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#define RAYLIB_VERSION_MINOR 6
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#define RAYLIB_VERSION_PATCH 0
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#define RAYLIB_VERSION "5.6-dev"
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// Function specifiers in case library is build/used as a shared library
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
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#if defined(_WIN32)
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#if defined(__TINYC__)
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#define __declspec(x) __attribute__((x))
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#endif
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building the library 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 the library as a Win32 shared library (.dll)
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#endif
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#else
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
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#endif
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#endif
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#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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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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// NOTE: Require recompiling raylib sources
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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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// This is called aggregate initialization (C++11 feature)
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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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// Some compilers (mostly macos clang) default to C++98,
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// where aggregate initialization can't be used
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// So, give a more clear error stating how to fix this
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#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
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#error "C++11 or later is required. Add -std=c++11"
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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) || (defined(_MSC_VER) && _MSC_VER >= 1800)
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool)
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typedef enum bool { false = 0, true = !false } 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 aperture 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 texture second coordinates (UV - 2 components per vertex) (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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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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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, vertex 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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char name[32]; // Animation name
|
|
} ModelAnimation;
|
|
|
|
// Ray, ray for raycasting
|
|
typedef struct Ray {
|
|
Vector3 position; // Ray position (origin)
|
|
Vector3 direction; // Ray direction (normalized)
|
|
} Ray;
|
|
|
|
// RayCollision, ray hit information
|
|
typedef struct RayCollision {
|
|
bool hit; // Did the ray hit something?
|
|
float distance; // Distance to the nearest hit
|
|
Vector3 point; // Point of the nearest hit
|
|
Vector3 normal; // Surface normal of hit
|
|
} RayCollision;
|
|
|
|
// BoundingBox
|
|
typedef struct BoundingBox {
|
|
Vector3 min; // Minimum vertex box-corner
|
|
Vector3 max; // Maximum vertex box-corner
|
|
} BoundingBox;
|
|
|
|
// Wave, audio wave data
|
|
typedef struct Wave {
|
|
unsigned int frameCount; // Total number of frames (considering channels)
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
|
|
void *data; // Buffer data pointer
|
|
} Wave;
|
|
|
|
// Opaque structs declaration
|
|
// NOTE: Actual structs are defined internally in raudio module
|
|
typedef struct rAudioBuffer rAudioBuffer;
|
|
typedef struct rAudioProcessor rAudioProcessor;
|
|
|
|
// AudioStream, custom audio stream
|
|
typedef struct AudioStream {
|
|
rAudioBuffer *buffer; // Pointer to internal data used by the audio system
|
|
rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
|
|
|
|
unsigned int sampleRate; // Frequency (samples per second)
|
|
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
|
|
} AudioStream;
|
|
|
|
// Sound
|
|
typedef struct Sound {
|
|
AudioStream stream; // Audio stream
|
|
unsigned int frameCount; // Total number of frames (considering channels)
|
|
} Sound;
|
|
|
|
// Music, audio stream, anything longer than ~10 seconds should be streamed
|
|
typedef struct Music {
|
|
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 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;
|
|
|
|
// File path list
|
|
typedef struct FilePathList {
|
|
unsigned int capacity; // Filepaths max entries
|
|
unsigned int count; // Filepaths entries count
|
|
char **paths; // Filepaths entries
|
|
} FilePathList;
|
|
|
|
// Automation event
|
|
typedef struct AutomationEvent {
|
|
unsigned int frame; // Event frame
|
|
unsigned int type; // Event type (AutomationEventType)
|
|
int params[4]; // Event parameters (if required)
|
|
} AutomationEvent;
|
|
|
|
// Automation event list
|
|
typedef struct AutomationEventList {
|
|
unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
|
|
unsigned int count; // Events entries count
|
|
AutomationEvent *events; // Events entries
|
|
} AutomationEventList;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
|
|
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
|
|
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 = 5, // 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 forward (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 omnidirectional 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: Circle, Xbox: B)
|
|
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: Square, Xbox: X)
|
|
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 (first), 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_BRDF // Brdf 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
|
|
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
|
|
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
|
|
SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
|
|
SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
|
|
} 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_UINT, // Shader uniform type: unsigned int
|
|
SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
|
|
SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
|
|
SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned 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_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half 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 approximation
|
|
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 a 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
|
|
} 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_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
|
|
BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
|
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
|
|
} BlendMode;
|
|
|
|
// Gesture
|
|
// NOTE: Provided as bit-wise flags to enable only desired 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, // Camera custom, controlled by user (UpdateCamera() does nothing)
|
|
CAMERA_FREE, // Camera free mode
|
|
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
|
|
CAMERA_FIRST_PERSON, // Camera first person
|
|
CAMERA_THIRD_PERSON // Camera third person
|
|
} 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: These callbacks are intended for advanced users
|
|
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
|
|
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
|
|
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // 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 void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
|
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
|
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
|
|
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
|
|
RLAPI bool IsWindowFocused(void); // Check if window is currently focused
|
|
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, resizes monitor to match window resolution
|
|
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
|
|
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
|
|
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
|
|
RLAPI void RestoreWindow(void); // Restore window from being minimized/maximized
|
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
|
|
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
|
|
RLAPI void SetWindowTitle(const char *title); // Set title for window
|
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
|
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
|
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
|
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
|
|
RLAPI void SetWindowFocused(void); // Set window focused
|
|
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 GetRenderWidth(void); // Get current render width (it considers HiDPI)
|
|
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
|
|
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
|
RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
|
|
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
|
|
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
|
|
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used 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 specified monitor
|
|
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
|
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
|
RLAPI Image GetClipboardImage(void); // Get clipboard image content
|
|
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
|
|
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
|
|
|
|
// 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 bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
|
|
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 and bind the texture (sampler2d)
|
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
// Screen-space-related functions
|
|
#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
|
|
RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
|
|
RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
|
|
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
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
|
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
|
|
|
// Timing-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
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()
|
|
RLAPI int GetFPS(void); // Get current FPS
|
|
|
|
// Custom frame control functions
|
|
// NOTE: Those functions are intended for advanced users that want full control over the frame processing
|
|
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + 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(double seconds); // Wait for some time (halt program execution)
|
|
|
|
// Random values generation functions
|
|
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
|
|
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
|
|
RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
|
|
RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
|
|
|
|
// Misc. functions
|
|
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 OpenURL(const char *url); // Open URL with default system browser (if available)
|
|
|
|
// NOTE: Following functions implemented in module [utils]
|
|
//------------------------------------------------------------------
|
|
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(unsigned int size); // Internal memory allocator
|
|
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
|
|
RLAPI void MemFree(void *ptr); // Internal memory free
|
|
|
|
// Set custom callbacks
|
|
// WARNING: Callbacks setup is intended for advanced 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, int *dataSize); // 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, int dataSize); // Save data to file from byte array (write), returns true on success
|
|
RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), 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
|
|
//------------------------------------------------------------------
|
|
|
|
// File system functions
|
|
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 int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
|
|
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 const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
|
|
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
|
|
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
|
|
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
|
|
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
|
|
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
|
|
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
|
|
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
|
|
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
|
|
|
|
// Compression/Encoding functionality
|
|
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
|
|
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
|
|
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
|
|
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
|
|
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
|
|
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
|
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
|
|
|
// Automation events functionality
|
|
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
|
RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
|
|
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
|
|
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
|
|
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
|
|
RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
|
|
RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
|
|
RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
|
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
|
|
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 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
|
|
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is 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)
|
|
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
|
|
|
|
// 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 for X or Y, whichever is larger
|
|
RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and 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 GetTouchPointId(int index); // Get touch point identifier for given index
|
|
RLAPI int GetTouchPointCount(void); // Get number of touch points
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: rgestures)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
|
RLAPI bool IsGestureDetected(unsigned 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 seconds
|
|
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: rcamera)
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
|
|
RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// 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
|
|
RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
|
|
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
|
|
|
|
// Basic shapes drawing functions
|
|
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
|
|
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
|
|
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 (using gl lines)
|
|
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
|
|
RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
|
|
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
|
|
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 inner, Color outer); // 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
|
|
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 top, Color bottom); // Draw a vertical-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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, Color color); // Draw rectangle lines with rounded edges
|
|
RLAPI void DrawRectangleRoundedLinesEx(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(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
RLAPI void DrawTriangleStrip(const 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
|
|
|
|
// Splines drawing functions
|
|
RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
|
RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
|
RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
|
RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
|
RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
|
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
|
|
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
|
|
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
|
|
RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
|
|
RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
|
|
|
|
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
|
|
RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
|
|
RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
|
|
RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
|
|
RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
|
|
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
|
|
|
|
// 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 CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
|
|
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 CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
|
RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
|
|
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: These 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 LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
|
|
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 bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
|
|
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 unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
|
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 GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
|
|
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square 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
|
|
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
|
|
|
|
// 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 ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
|
|
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 ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
|
|
RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
|
|
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 ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
|
|
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
|
|
RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
|
|
|
|
// 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 ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
|
|
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
|
|
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
|
|
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
|
|
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline 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 ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
|
|
RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
|
|
RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
|
|
RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
|
|
RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points 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 bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
|
|
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 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
|
|
|
|
// Color/pixel related functions
|
|
RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
|
|
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 (0xRRGGBBAA)
|
|
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 ColorTint(Color color, Color tint); // Get color multiplied with another color
|
|
RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
|
|
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
|
|
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 ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
|
|
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 *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
|
|
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 *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
|
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
|
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
|
|
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
|
|
|
|
// 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)
|
|
RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
|
|
|
|
// Text font info functions
|
|
RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
|
|
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 char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
|
|
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
|
|
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 *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
|
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
|
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
|
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
|
|
|
// Text strings management functions (no UTF-8 strings, only byte chars)
|
|
// WARNING 1: Most of these functions use internal static buffers, it's recommended to store returned data on user-side for re-use
|
|
// WARNING 2: Some strings allocate memory internally for the returned strings, those strings must be free by user using MemFree()
|
|
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(const 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 char *TextJoin(char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
|
RLAPI 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 char *TextToUpper(const char *text); // Get upper case version of provided string
|
|
RLAPI char *TextToLower(const char *text); // Get lower case version of provided string
|
|
RLAPI char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
|
RLAPI char *TextToSnake(const char *text); // Get Snake case notation version of provided string
|
|
RLAPI char *TextToCamel(const char *text); // Get Camel case notation version of provided string
|
|
|
|
RLAPI int TextToInteger(const char *text); // Get integer value from text
|
|
RLAPI float TextToFloat(const char *text); // Get float value from text
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// 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(const 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 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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
|
|
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
|
|
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
|
|
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
|
|
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)
|
|
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
|
|
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
|
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
|
|
|
// Model drawing functions
|
|
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
|
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
|
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
|
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
|
|
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
|
|
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
|
|
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
|
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
|
|
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
|
|
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
|
|
|
|
// Mesh management functions
|
|
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
|
|
RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
|
|
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
|
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
|
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
|
|
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
|
|
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
|
|
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
|
|
RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
|
|
|
|
// Mesh generation functions
|
|
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
|
|
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
|
|
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
|
|
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
|
|
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
|
|
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
|
|
RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
|
|
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
|
|
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
|
|
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
|
|
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
|
|
|
|
// Material loading/unloading functions
|
|
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
|
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
|
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
|
|
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
|
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
|
|
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
|
|
|
// Model animations loading/unloading functions
|
|
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
|
|
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
|
|
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
|
|
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
|
|
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
|
|
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
|
|
|
// Collision detection functions
|
|
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
|
|
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
|
|
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
|
|
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
|
|
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
|
|
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
|
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
|
RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Audio Loading and Playing Functions (Module: audio)
|
|
//------------------------------------------------------------------------------------
|
|
typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
|
|
|
// Audio device management functions
|
|
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
|
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
|
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
|
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
|
RLAPI float GetMasterVolume(void); // Get master volume (listener)
|
|
|
|
// Wave/Sound loading/unloading functions
|
|
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
|
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
|
|
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
|
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
|
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
|
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
|
|
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
|
RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
|
|
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 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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
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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 initFrame, int finalFrame); // Crop a wave to defined frames range
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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 float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data 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, const unsigned char *data, int dataSize); // Load music stream from data
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RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
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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 SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
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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 void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
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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 bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
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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 SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
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RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
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RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
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RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
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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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