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			1017 lines
		
	
	
		
			62 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1017 lines
		
	
	
		
			62 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /**********************************************************************************************
 | |
| *
 | |
| *   raylib 1.6.0 (www.raylib.com)
 | |
| *
 | |
| *   A simple and easy-to-use library to learn videogames programming
 | |
| *
 | |
| *   Features:
 | |
| *     Library written in plain C code (C99)
 | |
| *     Uses PascalCase/camelCase notation
 | |
| *     Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
 | |
| *     Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
 | |
| *     Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
 | |
| *     Multiple textures support, including compressed formats and mipmaps generation
 | |
| *     Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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| *     Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
 | |
| *     Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
 | |
| *     Audio loading and playing with streaming support and mixing channels [audio]
 | |
| *     VR stereo rendering support with configurable HMD device parameters
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| *     Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
 | |
| *     Custom color palette for fancy visuals on raywhite background
 | |
| *     Minimal external dependencies (GLFW3, OpenGL, OpenAL)
 | |
| *     Complete binding for Lua [rlua]
 | |
| *
 | |
| *   External libs:
 | |
| *     GLFW3 (www.glfw.org) for window/context management and input [core]
 | |
| *     GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
 | |
| *     stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
 | |
| *     stb_image_write (Sean Barret) for image writting (PNG) [utils]
 | |
| *     stb_truetype (Sean Barret) for ttf fonts loading [text]
 | |
| *     stb_vorbis (Sean Barret) for ogg audio loading [audio]
 | |
| *     jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
 | |
| *     jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
 | |
| *     dr_flac (David Reid) for FLAC audio file loading [audio]
 | |
| *     OpenAL Soft for audio device/context management [audio]
 | |
| *     tinfl for data decompression (DEFLATE algorithm) [utils]
 | |
| *
 | |
| *   Some design decisions:
 | |
| *     32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
 | |
| *     One custom default font could be loaded automatically when InitWindow() [core]
 | |
| *     If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
 | |
| *     If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
 | |
| *
 | |
| *   -- LICENSE --
 | |
| *
 | |
| *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 | |
| *   BSD-like license that allows static linking with closed source software:
 | |
| *
 | |
| *   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
 | |
| *
 | |
| *   This software is provided "as-is", without any express or implied warranty. In no event
 | |
| *   will the authors be held liable for any damages arising from the use of this software.
 | |
| *
 | |
| *   Permission is granted to anyone to use this software for any purpose, including commercial
 | |
| *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
 | |
| *
 | |
| *     1. The origin of this software must not be misrepresented; you must not claim that you
 | |
| *     wrote the original software. If you use this software in a product, an acknowledgment
 | |
| *     in the product documentation would be appreciated but is not required.
 | |
| *
 | |
| *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
 | |
| *     as being the original software.
 | |
| *
 | |
| *     3. This notice may not be removed or altered from any source distribution.
 | |
| *
 | |
| **********************************************************************************************/
 | |
| 
 | |
| #ifndef RAYLIB_H
 | |
| #define RAYLIB_H
 | |
| 
 | |
| // Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
 | |
| //#define PLATFORM_DESKTOP      // Windows, Linux or OSX
 | |
| //#define PLATFORM_ANDROID      // Android device
 | |
| //#define PLATFORM_RPI          // Raspberry Pi
 | |
| //#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
 | |
| //#define RLGL_OCULUS_SUPPORT   // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
 | |
| 
 | |
| // Security check in case no PLATFORM_* defined
 | |
| #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
 | |
|     #define PLATFORM_DESKTOP
 | |
| #endif
 | |
| 
 | |
| #if defined(_WIN32) && defined(BUILDING_DLL)
 | |
|     #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 DLL
 | |
| #elif defined(_WIN32) && defined(RAYLIB_DLL)
 | |
|     #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 DLL
 | |
| #else
 | |
|     #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
 | |
| #endif
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Some basic Defines
 | |
| //----------------------------------------------------------------------------------
 | |
| #ifndef PI
 | |
|     #define PI 3.14159265358979323846f
 | |
| #endif
 | |
| 
 | |
| #define DEG2RAD (PI/180.0f)
 | |
| #define RAD2DEG (180.0f/PI)
 | |
| 
 | |
| // raylib Config Flags
 | |
| #define FLAG_FULLSCREEN_MODE    1
 | |
| #define FLAG_RESIZABLE_WINDOW   2
 | |
| #define FLAG_SHOW_LOGO          4
 | |
| #define FLAG_SHOW_MOUSE_CURSOR  8
 | |
| #define FLAG_CENTERED_MODE     16
 | |
| #define FLAG_MSAA_4X_HINT      32
 | |
| #define FLAG_VSYNC_HINT        64
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| 
 | |
| // Keyboard Function Keys
 | |
| #define KEY_SPACE            32
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| #define KEY_ESCAPE          256
 | |
| #define KEY_ENTER           257
 | |
| #define KEY_BACKSPACE       259
 | |
| #define KEY_RIGHT           262
 | |
| #define KEY_LEFT            263
 | |
| #define KEY_DOWN            264
 | |
| #define KEY_UP              265
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| #define KEY_F1              290
 | |
| #define KEY_F2              291
 | |
| #define KEY_F3              292
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| #define KEY_F4              293
 | |
| #define KEY_F5              294
 | |
| #define KEY_F6              295
 | |
| #define KEY_F7              296
 | |
| #define KEY_F8              297
 | |
| #define KEY_F9              298
 | |
| #define KEY_F10             299
 | |
| #define KEY_F11             300
 | |
| #define KEY_F12             301
 | |
| #define KEY_LEFT_SHIFT      340
 | |
| #define KEY_LEFT_CONTROL    341
 | |
| #define KEY_LEFT_ALT        342
 | |
| #define KEY_RIGHT_SHIFT     344
 | |
| #define KEY_RIGHT_CONTROL   345
 | |
| #define KEY_RIGHT_ALT       346
 | |
| 
 | |
| // Keyboard Alpha Numeric Keys
 | |
| #define KEY_ZERO             48
 | |
| #define KEY_ONE              49
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| #define KEY_TWO              50
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| #define KEY_THREE            51
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| #define KEY_FOUR             52
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| #define KEY_FIVE             53
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| #define KEY_SIX              54
 | |
| #define KEY_SEVEN            55
 | |
| #define KEY_EIGHT            56
 | |
| #define KEY_NINE             57
 | |
| #define KEY_A                65
 | |
| #define KEY_B                66
 | |
| #define KEY_C                67
 | |
| #define KEY_D                68
 | |
| #define KEY_E                69
 | |
| #define KEY_F                70
 | |
| #define KEY_G                71
 | |
| #define KEY_H                72
 | |
| #define KEY_I                73
 | |
| #define KEY_J                74
 | |
| #define KEY_K                75
 | |
| #define KEY_L                76
 | |
| #define KEY_M                77
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| #define KEY_N                78
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| #define KEY_O                79
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| #define KEY_P                80
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| #define KEY_Q                81
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| #define KEY_R                82
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| #define KEY_S                83
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| #define KEY_T                84
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| #define KEY_U                85
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| #define KEY_V                86
 | |
| #define KEY_W                87
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| #define KEY_X                88
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| #define KEY_Y                89
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| #define KEY_Z                90
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| 
 | |
| #if defined(PLATFORM_ANDROID)
 | |
|     // Android Physical Buttons
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|     #define KEY_BACK              4
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|     #define KEY_MENU             82
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|     #define KEY_VOLUME_UP        24
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|     #define KEY_VOLUME_DOWN      25
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| #endif
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| 
 | |
| // Mouse Buttons
 | |
| #define MOUSE_LEFT_BUTTON     0
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| #define MOUSE_RIGHT_BUTTON    1
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| #define MOUSE_MIDDLE_BUTTON   2
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| 
 | |
| // Touch points registered
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| #define MAX_TOUCH_POINTS     2
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| 
 | |
| // Gamepad Number
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| #define GAMEPAD_PLAYER1       0
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| #define GAMEPAD_PLAYER2       1
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| #define GAMEPAD_PLAYER3       2
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| #define GAMEPAD_PLAYER4       3
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| 
 | |
| // Gamepad Buttons/Axis
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| 
 | |
| // PS3 USB Controller Buttons
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| #define GAMEPAD_PS3_BUTTON_TRIANGLE 0
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| #define GAMEPAD_PS3_BUTTON_CIRCLE   1
 | |
| #define GAMEPAD_PS3_BUTTON_CROSS    2
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| #define GAMEPAD_PS3_BUTTON_SQUARE   3
 | |
| #define GAMEPAD_PS3_BUTTON_L1       6
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| #define GAMEPAD_PS3_BUTTON_R1       7
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| #define GAMEPAD_PS3_BUTTON_L2       4
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| #define GAMEPAD_PS3_BUTTON_R2       5
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| #define GAMEPAD_PS3_BUTTON_START    8
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| #define GAMEPAD_PS3_BUTTON_SELECT   9
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| #define GAMEPAD_PS3_BUTTON_UP      24
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| #define GAMEPAD_PS3_BUTTON_RIGHT   25
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| #define GAMEPAD_PS3_BUTTON_DOWN    26
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| #define GAMEPAD_PS3_BUTTON_LEFT    27
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| #define GAMEPAD_PS3_BUTTON_PS      12
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| 
 | |
| // PS3 USB Controller Axis
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| #define GAMEPAD_PS3_AXIS_LEFT_X     0
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| #define GAMEPAD_PS3_AXIS_LEFT_Y     1
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| #define GAMEPAD_PS3_AXIS_RIGHT_X    2
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| #define GAMEPAD_PS3_AXIS_RIGHT_Y    5
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| #define GAMEPAD_PS3_AXIS_L2         3       // [1..-1] (pressure-level)
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| #define GAMEPAD_PS3_AXIS_R2         4       // [1..-1] (pressure-level)
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| 
 | |
| // Xbox360 USB Controller Buttons
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| #define GAMEPAD_XBOX_BUTTON_A       0
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| #define GAMEPAD_XBOX_BUTTON_B       1
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| #define GAMEPAD_XBOX_BUTTON_X       2
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| #define GAMEPAD_XBOX_BUTTON_Y       3
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| #define GAMEPAD_XBOX_BUTTON_LB      4
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| #define GAMEPAD_XBOX_BUTTON_RB      5
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| #define GAMEPAD_XBOX_BUTTON_SELECT  6
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| #define GAMEPAD_XBOX_BUTTON_START   7
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| #define GAMEPAD_XBOX_BUTTON_UP      10
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| #define GAMEPAD_XBOX_BUTTON_RIGHT   11
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| #define GAMEPAD_XBOX_BUTTON_DOWN    12
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| #define GAMEPAD_XBOX_BUTTON_LEFT    13
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| #define GAMEPAD_XBOX_BUTTON_HOME    8
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| 
 | |
| // Xbox360 USB Controller Axis
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| // NOTE: For Raspberry Pi, axis must be reconfigured
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| #if defined(PLATFORM_RPI)
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|     #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
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|     #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [-1..1] (up->down)
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|     #define GAMEPAD_XBOX_AXIS_RIGHT_X   3   // [-1..1] (left->right)
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|     #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4   // [-1..1] (up->down)
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|     #define GAMEPAD_XBOX_AXIS_LT        2   // [-1..1] (pressure-level)
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|     #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
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| #else
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|     #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
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|     #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [1..-1] (up->down)
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|     #define GAMEPAD_XBOX_AXIS_RIGHT_X   2   // [-1..1] (left->right)
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|     #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3   // [1..-1] (up->down)
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|     #define GAMEPAD_XBOX_AXIS_LT        4   // [-1..1] (pressure-level)
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|     #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
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| #endif
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| 
 | |
| // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
 | |
| // Plain structures in C++ (without constructors) can be initialized from { } initializers.
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| #ifdef __cplusplus
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|     #define CLITERAL
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| #else
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|     #define CLITERAL    (Color)
 | |
| #endif
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| 
 | |
| // Some Basic Colors
 | |
| // NOTE: Custom raylib color palette for amazing visuals on WHITE background
 | |
| #define LIGHTGRAY  CLITERAL{ 200, 200, 200, 255 }   // Light Gray
 | |
| #define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray
 | |
| #define DARKGRAY   CLITERAL{ 80, 80, 80, 255 }      // Dark Gray
 | |
| #define YELLOW     CLITERAL{ 253, 249, 0, 255 }     // Yellow
 | |
| #define GOLD       CLITERAL{ 255, 203, 0, 255 }     // Gold
 | |
| #define ORANGE     CLITERAL{ 255, 161, 0, 255 }     // Orange
 | |
| #define PINK       CLITERAL{ 255, 109, 194, 255 }   // Pink
 | |
| #define RED        CLITERAL{ 230, 41, 55, 255 }     // Red
 | |
| #define MAROON     CLITERAL{ 190, 33, 55, 255 }     // Maroon
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| #define GREEN      CLITERAL{ 0, 228, 48, 255 }      // Green
 | |
| #define LIME       CLITERAL{ 0, 158, 47, 255 }      // Lime
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| #define DARKGREEN  CLITERAL{ 0, 117, 44, 255 }      // Dark Green
 | |
| #define SKYBLUE    CLITERAL{ 102, 191, 255, 255 }   // Sky Blue
 | |
| #define BLUE       CLITERAL{ 0, 121, 241, 255 }     // Blue
 | |
| #define DARKBLUE   CLITERAL{ 0, 82, 172, 255 }      // Dark Blue
 | |
| #define PURPLE     CLITERAL{ 200, 122, 255, 255 }   // Purple
 | |
| #define VIOLET     CLITERAL{ 135, 60, 190, 255 }    // Violet
 | |
| #define DARKPURPLE CLITERAL{ 112, 31, 126, 255 }    // Dark Purple
 | |
| #define BEIGE      CLITERAL{ 211, 176, 131, 255 }   // Beige
 | |
| #define BROWN      CLITERAL{ 127, 106, 79, 255 }    // Brown
 | |
| #define DARKBROWN  CLITERAL{ 76, 63, 47, 255 }      // Dark Brown
 | |
| 
 | |
| #define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
 | |
| #define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
 | |
| #define BLANK      CLITERAL{ 0, 0, 0, 0 }           // Blank (Transparent)
 | |
| #define MAGENTA    CLITERAL{ 255, 0, 255, 255 }     // Magenta
 | |
| #define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Types and Structures Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| #ifndef __cplusplus
 | |
| // Boolean type
 | |
|     #ifndef __APPLE__
 | |
|         #if !defined(_STDBOOL_H)
 | |
|             typedef enum { false, true } bool;
 | |
|             #define _STDBOOL_H
 | |
|         #endif
 | |
|     #else
 | |
|         #include <stdbool.h>
 | |
|     #endif
 | |
| #endif
 | |
| 
 | |
| // Vector2 type
 | |
| typedef struct Vector2 {
 | |
|     float x;
 | |
|     float y;
 | |
| } Vector2;
 | |
| 
 | |
| // Vector3 type
 | |
| typedef struct Vector3 {
 | |
|     float x;
 | |
|     float y;
 | |
|     float z;
 | |
| } Vector3;
 | |
| 
 | |
| // Matrix type (OpenGL style 4x4 - right handed, column major)
 | |
| typedef struct Matrix {
 | |
|     float m0, m4, m8, m12;
 | |
|     float m1, m5, m9, m13;
 | |
|     float m2, m6, m10, m14;
 | |
|     float m3, m7, m11, m15;
 | |
| } Matrix;
 | |
| 
 | |
| // Color type, RGBA (32bit)
 | |
| typedef struct Color {
 | |
|     unsigned char r;
 | |
|     unsigned char g;
 | |
|     unsigned char b;
 | |
|     unsigned char a;
 | |
| } Color;
 | |
| 
 | |
| // Rectangle type
 | |
| typedef struct Rectangle {
 | |
|     int x;
 | |
|     int y;
 | |
|     int width;
 | |
|     int height;
 | |
| } Rectangle;
 | |
| 
 | |
| // Image type, bpp always RGBA (32bit)
 | |
| // NOTE: Data stored in CPU memory (RAM)
 | |
| typedef struct Image {
 | |
|     void *data;             // Image raw data
 | |
|     int width;              // Image base width
 | |
|     int height;             // Image base height
 | |
|     int mipmaps;            // Mipmap levels, 1 by default
 | |
|     int format;             // Data format (TextureFormat type)
 | |
| } Image;
 | |
| 
 | |
| // Texture2D type, bpp always RGBA (32bit)
 | |
| // NOTE: Data stored in GPU memory
 | |
| typedef struct Texture2D {
 | |
|     unsigned int id;        // OpenGL texture id
 | |
|     int width;              // Texture base width
 | |
|     int height;             // Texture base height
 | |
|     int mipmaps;            // Mipmap levels, 1 by default
 | |
|     int format;             // Data format (TextureFormat type)
 | |
| } Texture2D;
 | |
| 
 | |
| // RenderTexture2D type, for texture rendering
 | |
| typedef struct RenderTexture2D {
 | |
|     unsigned int id;        // OpenGL Framebuffer Object (FBO) id
 | |
|     Texture2D texture;      // Color buffer attachment texture
 | |
|     Texture2D depth;        // Depth buffer attachment texture
 | |
| } RenderTexture2D;
 | |
| 
 | |
| // SpriteFont type, includes texture and charSet array data
 | |
| typedef struct SpriteFont {
 | |
|     Texture2D texture;      // Font texture
 | |
|     int size;               // Base size (default chars height)
 | |
|     int numChars;           // Number of characters
 | |
|     int *charValues;        // Characters values array
 | |
|     Rectangle *charRecs;    // Characters rectangles within the texture
 | |
|     Vector2 *charOffsets;   // Characters offsets (on drawing)
 | |
|     int *charAdvanceX;      // Characters x advance (on drawing)
 | |
| } SpriteFont;
 | |
| 
 | |
| // Camera type, defines a camera position/orientation in 3d space
 | |
| typedef struct Camera {
 | |
|     Vector3 position;       // Camera position
 | |
|     Vector3 target;         // Camera target it looks-at
 | |
|     Vector3 up;             // Camera up vector (rotation over its axis)
 | |
|     float fovy;             // Camera field-of-view apperture in Y (degrees)
 | |
| } Camera;
 | |
| 
 | |
| // Camera2D type, defines a 2d camera
 | |
| typedef struct Camera2D {
 | |
|     Vector2 offset;         // Camera offset (displacement from target)
 | |
|     Vector2 target;         // Camera target (rotation and zoom origin)
 | |
|     float rotation;         // Camera rotation in degrees
 | |
|     float zoom;             // Camera zoom (scaling), should be 1.0f by default
 | |
| } Camera2D;
 | |
| 
 | |
| // Bounding box type
 | |
| typedef struct BoundingBox {
 | |
|     Vector3 min;            // minimum vertex box-corner
 | |
|     Vector3 max;            // maximum vertex box-corner
 | |
| } BoundingBox;
 | |
| 
 | |
| // Vertex data definning a mesh
 | |
| typedef struct Mesh {
 | |
|     int vertexCount;        // number of vertices stored in arrays
 | |
|     int triangleCount;      // number of triangles stored (indexed or not)
 | |
|     float *vertices;        // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
 | |
|     float *texcoords;       // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
 | |
|     float *texcoords2;      // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
 | |
|     float *normals;         // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
 | |
|     float *tangents;        // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
 | |
|     unsigned char *colors;  // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
 | |
|     unsigned short *indices;// vertex indices (in case vertex data comes indexed)
 | |
| 
 | |
|     unsigned int vaoId;     // OpenGL Vertex Array Object id
 | |
|     unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
 | |
| } Mesh;
 | |
| 
 | |
| // Shader type (generic shader)
 | |
| typedef struct Shader {
 | |
|     unsigned int id;        // Shader program id
 | |
| 
 | |
|     // Vertex attributes locations (default locations)
 | |
|     int vertexLoc;          // Vertex attribute location point    (default-location = 0)
 | |
|     int texcoordLoc;        // Texcoord attribute location point  (default-location = 1)
 | |
|     int texcoord2Loc;       // Texcoord2 attribute location point (default-location = 5)
 | |
|     int normalLoc;          // Normal attribute location point    (default-location = 2)
 | |
|     int tangentLoc;         // Tangent attribute location point   (default-location = 4)
 | |
|     int colorLoc;           // Color attibute location point      (default-location = 3)
 | |
| 
 | |
|     // Uniform locations
 | |
|     int mvpLoc;             // ModelView-Projection matrix uniform location point (vertex shader)
 | |
|     int colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
 | |
|     int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
 | |
|     int colSpecularLoc;     // Specular color uniform location point (fragment shader)
 | |
| 
 | |
|     // Texture map locations (generic for any kind of map)
 | |
|     int mapTexture0Loc;     // Map texture uniform location point (default-texture-unit = 0)
 | |
|     int mapTexture1Loc;     // Map texture uniform location point (default-texture-unit = 1)
 | |
|     int mapTexture2Loc;     // Map texture uniform location point (default-texture-unit = 2)
 | |
| } Shader;
 | |
| 
 | |
| // Material type
 | |
| typedef struct Material {
 | |
|     Shader shader;          // Standard shader (supports 3 map textures)
 | |
| 
 | |
|     Texture2D texDiffuse;   // Diffuse texture  (binded to shader mapTexture0Loc)
 | |
|     Texture2D texNormal;    // Normal texture   (binded to shader mapTexture1Loc)
 | |
|     Texture2D texSpecular;  // Specular texture (binded to shader mapTexture2Loc)
 | |
| 
 | |
|     Color colDiffuse;       // Diffuse color
 | |
|     Color colAmbient;       // Ambient color
 | |
|     Color colSpecular;      // Specular color
 | |
| 
 | |
|     float glossiness;       // Glossiness level (Ranges from 0 to 1000)
 | |
| } Material;
 | |
| 
 | |
| // Model type
 | |
| typedef struct Model {
 | |
|     Mesh mesh;              // Vertex data buffers (RAM and VRAM)
 | |
|     Matrix transform;       // Local transform matrix
 | |
|     Material material;      // Shader and textures data
 | |
| } Model;
 | |
| 
 | |
| // Light type
 | |
| typedef struct LightData {
 | |
|     unsigned int id;        // Light unique id
 | |
|     bool enabled;           // Light enabled
 | |
|     int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
 | |
| 
 | |
|     Vector3 position;       // Light position
 | |
|     Vector3 target;         // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
 | |
|     float radius;           // Light attenuation radius light intensity reduced with distance (world distance)
 | |
| 
 | |
|     Color diffuse;          // Light diffuse color
 | |
|     float intensity;        // Light intensity level
 | |
| 
 | |
|     float coneAngle;        // Light cone max angle: LIGHT_SPOT
 | |
| } LightData, *Light;
 | |
| 
 | |
| // Light types
 | |
| typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
 | |
| 
 | |
| // Ray type (useful for raycast)
 | |
| typedef struct Ray {
 | |
|     Vector3 position;       // Ray position (origin)
 | |
|     Vector3 direction;      // Ray direction
 | |
| } Ray;
 | |
| 
 | |
| // Information returned from a raycast
 | |
| typedef struct RayHitInfo {
 | |
|     bool hit;               // Did the ray hit something?
 | |
|     float distance;         // Distance to nearest hit
 | |
|     Vector3 hitPosition;    // Position of nearest hit
 | |
|     Vector3 hitNormal;      // Surface normal of hit
 | |
| } RayHitInfo;
 | |
| 
 | |
| // Wave type, defines audio wave data
 | |
| typedef struct Wave {
 | |
|     unsigned int sampleCount;   // Number of samples
 | |
|     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;
 | |
| 
 | |
| // Sound source type
 | |
| typedef struct Sound {
 | |
|     unsigned int source;    // OpenAL audio source id
 | |
|     unsigned int buffer;    // OpenAL audio buffer id
 | |
|     int format;             // OpenAL audio format specifier
 | |
| } Sound;
 | |
| 
 | |
| // Music type (file streaming from memory)
 | |
| // NOTE: Anything longer than ~10 seconds should be streamed
 | |
| typedef struct MusicData *Music;
 | |
| 
 | |
| // Audio stream type
 | |
| // NOTE: Useful to create custom audio streams not bound to a specific file
 | |
| typedef struct AudioStream {
 | |
|     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)
 | |
| 
 | |
|     int format;                 // OpenAL audio format specifier
 | |
|     unsigned int source;        // OpenAL audio source id
 | |
|     unsigned int buffers[2];    // OpenAL audio buffers (double buffering)
 | |
| } AudioStream;
 | |
| 
 | |
| // Texture formats
 | |
| // NOTE: Support depends on OpenGL version and platform
 | |
| typedef enum {
 | |
|     UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
 | |
|     UNCOMPRESSED_GRAY_ALPHA,        // 16 bpp (2 channels)
 | |
|     UNCOMPRESSED_R5G6B5,            // 16 bpp
 | |
|     UNCOMPRESSED_R8G8B8,            // 24 bpp
 | |
|     UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
 | |
|     UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
 | |
|     UNCOMPRESSED_R8G8B8A8,          // 32 bpp
 | |
|     COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
 | |
|     COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
 | |
|     COMPRESSED_DXT3_RGBA,           // 8 bpp
 | |
|     COMPRESSED_DXT5_RGBA,           // 8 bpp
 | |
|     COMPRESSED_ETC1_RGB,            // 4 bpp
 | |
|     COMPRESSED_ETC2_RGB,            // 4 bpp
 | |
|     COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
 | |
|     COMPRESSED_PVRT_RGB,            // 4 bpp
 | |
|     COMPRESSED_PVRT_RGBA,           // 4 bpp
 | |
|     COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
 | |
|     COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
 | |
| } TextureFormat;
 | |
| 
 | |
| // Texture parameters: filter mode
 | |
| // NOTE 1: Filtering considers mipmaps if available in the texture
 | |
| // NOTE 2: Filter is accordingly set for minification and magnification
 | |
| typedef enum {
 | |
|     FILTER_POINT = 0,               // No filter, just pixel aproximation
 | |
|     FILTER_BILINEAR,                // Linear filtering
 | |
|     FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
 | |
|     FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
 | |
|     FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
 | |
|     FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
 | |
| } TextureFilterMode;
 | |
| 
 | |
| // Texture parameters: wrap mode
 | |
| typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
 | |
| 
 | |
| // Color blending modes (pre-defined)
 | |
| typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
 | |
| 
 | |
| // Gestures type
 | |
| // NOTE: It could be used as flags to enable only some gestures
 | |
| typedef enum {
 | |
|     GESTURE_NONE        = 0,
 | |
|     GESTURE_TAP         = 1,
 | |
|     GESTURE_DOUBLETAP   = 2,
 | |
|     GESTURE_HOLD        = 4,
 | |
|     GESTURE_DRAG        = 8,
 | |
|     GESTURE_SWIPE_RIGHT = 16,
 | |
|     GESTURE_SWIPE_LEFT  = 32,
 | |
|     GESTURE_SWIPE_UP    = 64,
 | |
|     GESTURE_SWIPE_DOWN  = 128,
 | |
|     GESTURE_PINCH_IN    = 256,
 | |
|     GESTURE_PINCH_OUT   = 512
 | |
| } Gestures;
 | |
| 
 | |
| // Camera system modes
 | |
| typedef enum {
 | |
|     CAMERA_CUSTOM = 0,
 | |
|     CAMERA_FREE,
 | |
|     CAMERA_ORBITAL,
 | |
|     CAMERA_FIRST_PERSON,
 | |
|     CAMERA_THIRD_PERSON
 | |
| } CameraMode;
 | |
| 
 | |
| // Head Mounted Display devices
 | |
| typedef enum {
 | |
|     HMD_DEFAULT_DEVICE = 0,
 | |
|     HMD_OCULUS_RIFT_DK2,
 | |
|     HMD_OCULUS_RIFT_CV1,
 | |
|     HMD_VALVE_HTC_VIVE,
 | |
|     HMD_SAMSUNG_GEAR_VR,
 | |
|     HMD_GOOGLE_CARDBOARD,
 | |
|     HMD_SONY_PLAYSTATION_VR,
 | |
|     HMD_RAZER_OSVR,
 | |
|     HMD_FOVE_VR,
 | |
| } VrDevice;
 | |
| 
 | |
| // rRES data returned when reading a resource, it contains all required data for user (24 byte)
 | |
| typedef struct {
 | |
|     unsigned int type;          // Resource type (4 byte)
 | |
|     
 | |
|     unsigned int param1;        // Resouce parameter 1 (4 byte)
 | |
|     unsigned int param2;        // Resouce parameter 2 (4 byte)
 | |
|     unsigned int param3;        // Resouce parameter 3 (4 byte)
 | |
|     unsigned int param4;        // Resouce parameter 4 (4 byte)
 | |
|     
 | |
|     void *data;                 // Resource data pointer (4 byte)
 | |
| } RRESData;
 | |
| 
 | |
| typedef enum { 
 | |
|     RRES_RAW = 0, 
 | |
|     RRES_IMAGE, 
 | |
|     RRES_WAVE, 
 | |
|     RRES_VERTEX, 
 | |
|     RRES_TEXT 
 | |
| } RRESDataType;
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| extern "C" {            // Prevents name mangling of functions
 | |
| #endif
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Global Variables Definition
 | |
| //------------------------------------------------------------------------------------
 | |
| // It's lonely here...
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Window and Graphics Device Functions (Module: core)
 | |
| //------------------------------------------------------------------------------------
 | |
| #if defined(PLATFORM_ANDROID)
 | |
| RLAPI void InitWindow(int width, int height, void *state);        // Init Android Activity and OpenGL Graphics (struct android_app)
 | |
| #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 | |
| RLAPI void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
 | |
| #endif
 | |
| 
 | |
| RLAPI void CloseWindow(void);                                     // Close Window and Terminate Context
 | |
| RLAPI bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
 | |
| RLAPI bool IsWindowMinimized(void);                               // Detect if window has been minimized (or lost focus)
 | |
| RLAPI void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
 | |
| RLAPI int GetScreenWidth(void);                                   // Get current screen width
 | |
| RLAPI int GetScreenHeight(void);                                  // Get current screen height
 | |
| 
 | |
| #if !defined(PLATFORM_ANDROID)
 | |
| RLAPI void ShowCursor(void);                                      // Shows cursor
 | |
| RLAPI void HideCursor(void);                                      // Hides cursor
 | |
| RLAPI bool IsCursorHidden(void);                                  // Returns true if cursor is not visible
 | |
| RLAPI void EnableCursor(void);                                    // Enables cursor
 | |
| RLAPI void DisableCursor(void);                                   // Disables cursor
 | |
| #endif
 | |
| 
 | |
| RLAPI void ClearBackground(Color color);                          // Sets Background Color
 | |
| RLAPI void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
 | |
| RLAPI void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
 | |
| 
 | |
| RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera
 | |
| RLAPI void End2dMode(void);                                       // Ends 2D mode custom camera usage
 | |
| RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode for drawing (Camera setup)
 | |
| RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
 | |
| RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 | |
| RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 | |
| 
 | |
| RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 | |
| RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position from a 3d world space position
 | |
| RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 | |
| 
 | |
| RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 | |
| RLAPI float GetFPS(void);                                         // Returns current FPS
 | |
| RLAPI float GetFrameTime(void);                                   // Returns time in seconds for one frame
 | |
| 
 | |
| RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
 | |
| RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
 | |
| RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 | |
| RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 | |
| RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 | |
| 
 | |
| RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 | |
| RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 | |
| 
 | |
| RLAPI void SetConfigFlags(char flags);                            // Setup some window configuration flags
 | |
| RLAPI void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
 | |
| 
 | |
| RLAPI bool IsFileDropped(void);                                   // Check if a file have been dropped into window
 | |
| RLAPI char **GetDroppedFiles(int *count);                         // Retrieve dropped files into window
 | |
| RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 | |
| 
 | |
| RLAPI void StorageSaveValue(int position, int value);             // Storage save integer value (to defined position)
 | |
| RLAPI int StorageLoadValue(int position);                         // Storage load integer value (from defined position)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Input Handling Functions (Module: core)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 | |
| RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 | |
| RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
 | |
| RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
 | |
| RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 | |
| RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 | |
| 
 | |
| RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 | |
| RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 | |
| RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
 | |
| RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
 | |
| RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
 | |
| RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
 | |
| RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
 | |
| RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
 | |
| RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 | |
| RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 | |
| 
 | |
| RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 | |
| RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 | |
| RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
 | |
| RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
 | |
| RLAPI int GetMouseX(void);                                    // Returns mouse position X
 | |
| RLAPI int GetMouseY(void);                                    // Returns mouse position Y
 | |
| RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
 | |
| RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 | |
| RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 | |
| 
 | |
| RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 | |
| RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 | |
| RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Gestures and Touch Handling Functions (Module: gestures)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags
 | |
| RLAPI bool IsGestureDetected(int gesture);                    // Check if a gesture have been detected
 | |
| RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
 | |
| RLAPI int GetTouchPointsCount(void);                          // Get touch points count
 | |
| RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds
 | |
| RLAPI Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
 | |
| RLAPI float GetGestureDragAngle(void);                        // Get gesture drag angle
 | |
| RLAPI Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
 | |
| RLAPI float GetGesturePinchAngle(void);                       // Get gesture pinch angle
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Camera System Functions (Module: camera)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
 | |
| RLAPI void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
 | |
| 
 | |
| RLAPI void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
 | |
| RLAPI void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
 | |
| RLAPI void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
 | |
| RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 | |
|                                  int rightKey, int leftKey,
 | |
|                                  int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Basic Shapes Drawing Functions (Module: shapes)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 | |
| RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 | |
| RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
 | |
| RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
 | |
| RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
 | |
| RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
 | |
| RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
 | |
| RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
 | |
| RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
 | |
| RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
 | |
| RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
 | |
| RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
 | |
| RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
 | |
| RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
 | |
| RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
 | |
| RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
 | |
| RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 | |
| RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 | |
| 
 | |
| 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
 | |
| 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
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Texture Loading and Drawing Functions (Module: textures)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 | |
| RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 | |
| RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
 | |
| RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
 | |
| 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 RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
 | |
| RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 | |
| RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
 | |
| RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
 | |
| RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 | |
| RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 | |
| RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
 | |
| RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 | |
| RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 | |
| RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to 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 Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
 | |
| RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
 | |
| RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize and image (bilinear filtering)
 | |
| RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);                                       // Resize and image (Nearest-Neighbor scaling algorithm)
 | |
| RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
 | |
| RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint);     // Create an image from text (custom sprite font)
 | |
| RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image
 | |
| RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
 | |
| RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, 
 | |
|                            float fontSize, int spacing, Color color);                                    // Draw text (custom sprite font) within an image (destination)
 | |
| RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
 | |
| RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
 | |
| 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 GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 | |
| RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 | |
| RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 | |
| 
 | |
| 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 sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
 | |
| RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,     // Draw a part of a texture defined by a rectangle with 'pro' parameters
 | |
|                     float rotation, Color tint);
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Font Loading and Text Drawing Functions (Module: text)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 | |
| RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 | |
| RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars);    // Load SpriteFont from TTF font file with generation parameters
 | |
| RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 | |
| 
 | |
| RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 | |
| RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
 | |
|                 float fontSize, int spacing, Color tint);
 | |
| RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 | |
| RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
 | |
| 
 | |
| RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS on top-left corner
 | |
| RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 | |
| RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Basic 3d Shapes Drawing Functions (Module: models)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 | |
| RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 | |
| 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 DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
 | |
| RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
 | |
| RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
 | |
| RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
 | |
| RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
 | |
| RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
 | |
| RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
 | |
| RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
 | |
| RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
 | |
| RLAPI void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
 | |
| RLAPI void DrawLight(Light light);                                                                       // Draw light in 3D world
 | |
| //DrawTorus(), DrawTeapot() could be useful?
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Model 3d Loading and Drawing Functions (Module: models)
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 | |
| RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 | |
| RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
 | |
| RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
 | |
| RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
 | |
| RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
 | |
| RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 | |
| RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 | |
| 
 | |
| RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 | |
| RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color);                           // Load material from basic shading data
 | |
| RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 | |
| RLAPI Material LoadStandardMaterial(void);                                                              // Load standard material (uses material attributes and lighting shader)
 | |
| RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 | |
| 
 | |
| 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 DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
 | |
| 
 | |
| RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 | |
| RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, 
 | |
|                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 | |
| 
 | |
| RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 | |
| RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 | |
| RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
 | |
| RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);          // Detect collision between box and sphere
 | |
| RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                // Detect collision between ray and sphere
 | |
| RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, 
 | |
|                                      Vector3 *collisionPoint);                                          // Detect collision between ray and sphere, returns collision point
 | |
| RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
 | |
| RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh);                                              // Get collision info between ray and mesh
 | |
| RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
 | |
| RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);                                    // Get collision info between ray and ground plane (Y-normal plane)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Shaders System Functions (Module: rlgl)
 | |
| // NOTE: This functions are useless when using OpenGL 1.1
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 | |
| RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 | |
| RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
 | |
| 
 | |
| RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 | |
| RLAPI Shader GetStandardShader(void);                                     // Get standard shader
 | |
| RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 | |
| 
 | |
| RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 | |
| RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 | |
| RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 | |
| RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
 | |
| 
 | |
| RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 | |
| RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 | |
| 
 | |
| RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 | |
| RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 | |
| RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 | |
| RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 | |
| 
 | |
| RLAPI Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool
 | |
| RLAPI void DestroyLight(Light light);                                     // Destroy a light and take it out of the list
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // VR experience Functions (Module: rlgl)
 | |
| // NOTE: This functions are useless when using OpenGL 1.1
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void InitVrDevice(int vdDevice);            // Init VR device
 | |
| RLAPI void CloseVrDevice(void);                   // Close VR device
 | |
| RLAPI bool IsVrDeviceReady(void);                 // Detect if VR device is ready
 | |
| RLAPI bool IsVrSimulator(void);                   // Detect if VR simulator is running
 | |
| RLAPI void UpdateVrTracking(Camera *camera);      // Update VR tracking (position and orientation) and camera
 | |
| RLAPI void ToggleVrMode(void);                    // Enable/Disable VR experience (device or simulator)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Audio Loading and Playing Functions (Module: audio)
 | |
| //------------------------------------------------------------------------------------
 | |
| 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 Wave LoadWave(const char *fileName);                            // Load wave data from file
 | |
| RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 | |
| RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
 | |
| RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
 | |
| RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data
 | |
| RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 | |
| RLAPI void UnloadSound(Sound sound);                                  // Unload sound
 | |
| RLAPI void PlaySound(Sound sound);                                    // Play a sound
 | |
| RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 | |
| RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
 | |
| RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
 | |
| RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
 | |
| RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
 | |
| RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
 | |
| RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);  // Convert wave data to desired format
 | |
| RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 | |
| RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 | |
| RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
 | |
| RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 | |
| RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 | |
| RLAPI void PlayMusicStream(Music music);                              // Start music playing
 | |
| RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
 | |
| RLAPI void StopMusicStream(Music music);                              // Stop music playing
 | |
| RLAPI void PauseMusicStream(Music music);                             // Pause music playing
 | |
| RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
 | |
| RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
 | |
| RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
 | |
| RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
 | |
| RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 | |
| RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 | |
| 
 | |
| RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
 | |
|                                   unsigned int sampleSize,
 | |
|                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 | |
| RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int numSamples); // Update audio stream buffers with data
 | |
| RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory
 | |
| RLAPI bool IsAudioBufferProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
 | |
| RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
 | |
| RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
 | |
| RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
 | |
| RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #endif // RAYLIB_H
 | 
