1621 lines
113 KiB
C
1621 lines
113 KiB
C
/**********************************************************************************************
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*
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* raylib v4.0 - 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 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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*
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* NOTES:
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* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
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* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
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* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
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* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm
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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_resize (Sean Barret) for image resizing algorithms
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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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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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*
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*
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* LICENSE: zlib/libpng
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAYLIB_H
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#define RAYLIB_H
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#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
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#define RAYLIB_VERSION "4.0"
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// Function specifiers in case library is build/used as a shared library (Windows)
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building 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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#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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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n, sz) calloc(n, sz)
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#endif
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#ifndef RL_REALLOC
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#define RL_REALLOC(ptr, sz) realloc(ptr, sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(ptr) free(ptr)
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#endif
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// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized with { }
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#if defined(__cplusplus)
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#define CLITERAL(type) type
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#else
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#define CLITERAL(type) (type)
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#endif
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// NOTE: We set some defines with some data types declared by raylib
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// Other modules (raymath, rlgl) also require some of those types, so,
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// to be able to use those other modules as standalone (not depending on raylib)
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// this defines are very useful for internal check and avoid type (re)definitions
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#define RL_COLOR_TYPE
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#define RL_RECTANGLE_TYPE
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#define RL_VECTOR2_TYPE
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#define RL_VECTOR3_TYPE
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#define RL_VECTOR4_TYPE
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#define RL_QUATERNION_TYPE
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#define RL_MATRIX_TYPE
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY \
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CLITERAL(Color) { 200, 200, 200, 255 } // Light Gray
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#define GRAY \
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CLITERAL(Color) { 130, 130, 130, 255 } // Gray
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#define DARKGRAY \
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CLITERAL(Color) { 80, 80, 80, 255 } // Dark Gray
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#define YELLOW \
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CLITERAL(Color) { 253, 249, 0, 255 } // Yellow
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#define GOLD \
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CLITERAL(Color) { 255, 203, 0, 255 } // Gold
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#define ORANGE \
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CLITERAL(Color) { 255, 161, 0, 255 } // Orange
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#define PINK \
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CLITERAL(Color) { 255, 109, 194, 255 } // Pink
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#define RED \
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CLITERAL(Color) { 230, 41, 55, 255 } // Red
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#define MAROON \
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CLITERAL(Color) { 190, 33, 55, 255 } // Maroon
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#define GREEN \
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CLITERAL(Color) { 0, 228, 48, 255 } // Green
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#define LIME \
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CLITERAL(Color) { 0, 158, 47, 255 } // Lime
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#define DARKGREEN \
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CLITERAL(Color) { 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE \
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CLITERAL(Color) { 102, 191, 255, 255 } // Sky Blue
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#define BLUE \
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CLITERAL(Color) { 0, 121, 241, 255 } // Blue
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#define DARKBLUE \
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CLITERAL(Color) { 0, 82, 172, 255 } // Dark Blue
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#define PURPLE \
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CLITERAL(Color) { 200, 122, 255, 255 } // Purple
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#define VIOLET \
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CLITERAL(Color) { 135, 60, 190, 255 } // Violet
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#define DARKPURPLE \
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CLITERAL(Color) { 112, 31, 126, 255 } // Dark Purple
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#define BEIGE \
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CLITERAL(Color) { 211, 176, 131, 255 } // Beige
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#define BROWN \
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CLITERAL(Color) { 127, 106, 79, 255 } // Brown
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#define DARKBROWN \
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CLITERAL(Color) { 76, 63, 47, 255 } // Dark Brown
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#define WHITE \
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CLITERAL(Color) { 255, 255, 255, 255 } // White
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#define BLACK \
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CLITERAL(Color) { 0, 0, 0, 255 } // Black
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#define BLANK \
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CLITERAL(Color) { 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA \
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CLITERAL(Color) { 255, 0, 255, 255 } // Magenta
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#define RAYWHITE \
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CLITERAL(Color) { 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool)
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typedef enum bool
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{
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false,
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true
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} 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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera2D, defines position/orientation in 2d space
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typedef struct Camera2D
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{
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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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{
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Vertex attributes data
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader
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typedef struct Shader
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{
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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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{
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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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{
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float params[4]; // Material generic parameters (if required)
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} Material;
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// Transform, vectex transformation data
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typedef struct Transform
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{
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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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{
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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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{
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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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{
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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} ModelAnimation;
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// Ray, ray for raycasting
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typedef struct Ray
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{
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// RayCollision, ray hit information
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|
typedef struct RayCollision
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{
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 point; // Point of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayCollision;
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// BoundingBox
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typedef struct BoundingBox
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{
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Wave, audio wave data
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|
typedef struct Wave
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|
{
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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;
|
|
|
|
typedef struct rAudioBuffer rAudioBuffer;
|
|
|
|
// AudioStream, custom audio stream
|
|
typedef struct AudioStream
|
|
{
|
|
rAudioBuffer *buffer; // Pointer to internal data used by the audio system
|
|
|
|
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 vScreenCenter; // Screen center in meters
|
|
float eyeToScreenDistance; // Distance between eye and display in meters
|
|
float lensSeparationDistance; // Lens separation distance in meters
|
|
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
|
float lensDistortionValues[4]; // Lens distortion constant parameters
|
|
float chromaAbCorrection[4]; // Chromatic aberration correction parameters
|
|
} VrDeviceInfo;
|
|
|
|
// VrStereoConfig, VR stereo rendering configuration for simulator
|
|
typedef struct VrStereoConfig
|
|
{
|
|
Matrix projection[2]; // VR projection matrices (per eye)
|
|
Matrix viewOffset[2]; // VR view offset matrices (per eye)
|
|
float leftLensCenter[2]; // VR left lens center
|
|
float rightLensCenter[2]; // VR right lens center
|
|
float leftScreenCenter[2]; // VR left screen center
|
|
float rightScreenCenter[2]; // VR right screen center
|
|
float scale[2]; // VR distortion scale
|
|
float scaleIn[2]; // VR distortion scale in
|
|
} VrStereoConfig;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Enumerators Definition
|
|
//----------------------------------------------------------------------------------
|
|
// System/Window config flags
|
|
// NOTE: Every bit registers one state (use it with bit masks)
|
|
// By default all flags are set to 0
|
|
typedef enum
|
|
{
|
|
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
|
|
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
|
|
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
|
|
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
|
|
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
|
|
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
|
|
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
|
|
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
|
|
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
|
|
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
|
|
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
|
|
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
|
|
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
|
|
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
|
|
} ConfigFlags;
|
|
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
typedef enum
|
|
{
|
|
LOG_ALL = 0, // Display all logs
|
|
LOG_TRACE, // Trace logging, intended for internal use only
|
|
LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
LOG_INFO, // Info logging, used for program execution info
|
|
LOG_WARNING, // Warning logging, used on recoverable failures
|
|
LOG_ERROR, // Error logging, used on unrecoverable failures
|
|
LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
LOG_NONE // Disable logging
|
|
} TraceLogLevel;
|
|
|
|
// Keyboard keys (US keyboard layout)
|
|
// NOTE: Use GetKeyPressed() to allow redefining
|
|
// required keys for alternative layouts
|
|
typedef enum
|
|
{
|
|
KEY_NULL = 0, // Key: NULL, used for no key pressed
|
|
// Alphanumeric keys
|
|
KEY_APOSTROPHE = 39, // Key: '
|
|
KEY_COMMA = 44, // Key: ,
|
|
KEY_MINUS = 45, // Key: -
|
|
KEY_PERIOD = 46, // Key: .
|
|
KEY_SLASH = 47, // Key: /
|
|
KEY_ZERO = 48, // Key: 0
|
|
KEY_ONE = 49, // Key: 1
|
|
KEY_TWO = 50, // Key: 2
|
|
KEY_THREE = 51, // Key: 3
|
|
KEY_FOUR = 52, // Key: 4
|
|
KEY_FIVE = 53, // Key: 5
|
|
KEY_SIX = 54, // Key: 6
|
|
KEY_SEVEN = 55, // Key: 7
|
|
KEY_EIGHT = 56, // Key: 8
|
|
KEY_NINE = 57, // Key: 9
|
|
KEY_SEMICOLON = 59, // Key: ;
|
|
KEY_EQUAL = 61, // Key: =
|
|
KEY_A = 65, // Key: A | a
|
|
KEY_B = 66, // Key: B | b
|
|
KEY_C = 67, // Key: C | c
|
|
KEY_D = 68, // Key: D | d
|
|
KEY_E = 69, // Key: E | e
|
|
KEY_F = 70, // Key: F | f
|
|
KEY_G = 71, // Key: G | g
|
|
KEY_H = 72, // Key: H | h
|
|
KEY_I = 73, // Key: I | i
|
|
KEY_J = 74, // Key: J | j
|
|
KEY_K = 75, // Key: K | k
|
|
KEY_L = 76, // Key: L | l
|
|
KEY_M = 77, // Key: M | m
|
|
KEY_N = 78, // Key: N | n
|
|
KEY_O = 79, // Key: O | o
|
|
KEY_P = 80, // Key: P | p
|
|
KEY_Q = 81, // Key: Q | q
|
|
KEY_R = 82, // Key: R | r
|
|
KEY_S = 83, // Key: S | s
|
|
KEY_T = 84, // Key: T | t
|
|
KEY_U = 85, // Key: U | u
|
|
KEY_V = 86, // Key: V | v
|
|
KEY_W = 87, // Key: W | w
|
|
KEY_X = 88, // Key: X | x
|
|
KEY_Y = 89, // Key: Y | y
|
|
KEY_Z = 90, // Key: Z | z
|
|
KEY_LEFT_BRACKET = 91, // Key: [
|
|
KEY_BACKSLASH = 92, // Key: '\'
|
|
KEY_RIGHT_BRACKET = 93, // Key: ]
|
|
KEY_GRAVE = 96, // Key: `
|
|
// Function keys
|
|
KEY_SPACE = 32, // Key: Space
|
|
KEY_ESCAPE = 256, // Key: Esc
|
|
KEY_ENTER = 257, // Key: Enter
|
|
KEY_TAB = 258, // Key: Tab
|
|
KEY_BACKSPACE = 259, // Key: Backspace
|
|
KEY_INSERT = 260, // Key: Ins
|
|
KEY_DELETE = 261, // Key: Del
|
|
KEY_RIGHT = 262, // Key: Cursor right
|
|
KEY_LEFT = 263, // Key: Cursor left
|
|
KEY_DOWN = 264, // Key: Cursor down
|
|
KEY_UP = 265, // Key: Cursor up
|
|
KEY_PAGE_UP = 266, // Key: Page up
|
|
KEY_PAGE_DOWN = 267, // Key: Page down
|
|
KEY_HOME = 268, // Key: Home
|
|
KEY_END = 269, // Key: End
|
|
KEY_CAPS_LOCK = 280, // Key: Caps lock
|
|
KEY_SCROLL_LOCK = 281, // Key: Scroll down
|
|
KEY_NUM_LOCK = 282, // Key: Num lock
|
|
KEY_PRINT_SCREEN = 283, // Key: Print screen
|
|
KEY_PAUSE = 284, // Key: Pause
|
|
KEY_F1 = 290, // Key: F1
|
|
KEY_F2 = 291, // Key: F2
|
|
KEY_F3 = 292, // Key: F3
|
|
KEY_F4 = 293, // Key: F4
|
|
KEY_F5 = 294, // Key: F5
|
|
KEY_F6 = 295, // Key: F6
|
|
KEY_F7 = 296, // Key: F7
|
|
KEY_F8 = 297, // Key: F8
|
|
KEY_F9 = 298, // Key: F9
|
|
KEY_F10 = 299, // Key: F10
|
|
KEY_F11 = 300, // Key: F11
|
|
KEY_F12 = 301, // Key: F12
|
|
KEY_LEFT_SHIFT = 340, // Key: Shift left
|
|
KEY_LEFT_CONTROL = 341, // Key: Control left
|
|
KEY_LEFT_ALT = 342, // Key: Alt left
|
|
KEY_LEFT_SUPER = 343, // Key: Super left
|
|
KEY_RIGHT_SHIFT = 344, // Key: Shift right
|
|
KEY_RIGHT_CONTROL = 345, // Key: Control right
|
|
KEY_RIGHT_ALT = 346, // Key: Alt right
|
|
KEY_RIGHT_SUPER = 347, // Key: Super right
|
|
KEY_KB_MENU = 348, // Key: KB menu
|
|
// Keypad keys
|
|
KEY_KP_0 = 320, // Key: Keypad 0
|
|
KEY_KP_1 = 321, // Key: Keypad 1
|
|
KEY_KP_2 = 322, // Key: Keypad 2
|
|
KEY_KP_3 = 323, // Key: Keypad 3
|
|
KEY_KP_4 = 324, // Key: Keypad 4
|
|
KEY_KP_5 = 325, // Key: Keypad 5
|
|
KEY_KP_6 = 326, // Key: Keypad 6
|
|
KEY_KP_7 = 327, // Key: Keypad 7
|
|
KEY_KP_8 = 328, // Key: Keypad 8
|
|
KEY_KP_9 = 329, // Key: Keypad 9
|
|
KEY_KP_DECIMAL = 330, // Key: Keypad .
|
|
KEY_KP_DIVIDE = 331, // Key: Keypad /
|
|
KEY_KP_MULTIPLY = 332, // Key: Keypad *
|
|
KEY_KP_SUBTRACT = 333, // Key: Keypad -
|
|
KEY_KP_ADD = 334, // Key: Keypad +
|
|
KEY_KP_ENTER = 335, // Key: Keypad Enter
|
|
KEY_KP_EQUAL = 336, // Key: Keypad =
|
|
// Android key buttons
|
|
KEY_BACK = 4, // Key: Android back button
|
|
KEY_MENU = 82, // Key: Android menu button
|
|
KEY_VOLUME_UP = 24, // Key: Android volume up button
|
|
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
|
|
} KeyboardKey;
|
|
|
|
// Add backwards compatibility support for deprecated names
|
|
#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
|
|
#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
|
|
#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
|
|
|
|
// Mouse buttons
|
|
typedef enum
|
|
{
|
|
MOUSE_BUTTON_LEFT = 0, // Mouse button left
|
|
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
|
|
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
|
|
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
|
|
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
|
|
MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
|
|
MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
|
|
} MouseButton;
|
|
|
|
// Mouse cursor
|
|
typedef enum
|
|
{
|
|
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
|
|
MOUSE_CURSOR_ARROW = 1, // Arrow shape
|
|
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
|
|
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
|
|
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
|
|
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
|
|
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
|
|
} MouseCursor;
|
|
|
|
// Gamepad buttons
|
|
typedef enum
|
|
{
|
|
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
|
|
GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
|
|
GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
|
|
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
|
|
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
|
|
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
|
|
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
|
|
GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
|
|
GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
|
|
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
|
|
} GamepadButton;
|
|
|
|
// Gamepad axis
|
|
typedef enum
|
|
{
|
|
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
|
|
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
|
|
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
|
|
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
|
|
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
|
|
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
|
|
} GamepadAxis;
|
|
|
|
// Material map index
|
|
typedef enum
|
|
{
|
|
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
|
|
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
|
|
MATERIAL_MAP_NORMAL, // Normal material
|
|
MATERIAL_MAP_ROUGHNESS, // Roughness material
|
|
MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
|
|
MATERIAL_MAP_EMISSION, // Emission material
|
|
MATERIAL_MAP_HEIGHT, // Heightmap material
|
|
MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_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
|
|
} ShaderLocationIndex;
|
|
|
|
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
|
|
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
|
|
|
|
// Shader uniform data type
|
|
typedef enum
|
|
{
|
|
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
|
|
SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
|
|
SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
|
|
SHADER_UNIFORM_INT, // Shader uniform type: int
|
|
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
|
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
|
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
|
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
|
} ShaderUniformDataType;
|
|
|
|
// Shader attribute data types
|
|
typedef enum
|
|
{
|
|
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
|
|
SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
|
|
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
|
|
} ShaderAttributeDataType;
|
|
|
|
// Pixel formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum
|
|
{
|
|
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} PixelFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum
|
|
{
|
|
TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
TEXTURE_FILTER_BILINEAR, // Linear filtering
|
|
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilter;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum
|
|
{
|
|
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
|
|
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
|
|
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
|
|
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
|
|
} TextureWrap;
|
|
|
|
// Cubemap layouts
|
|
typedef enum
|
|
{
|
|
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
|
|
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
|
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
|
|
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
|
|
} CubemapLayout;
|
|
|
|
// Font type, defines generation method
|
|
typedef enum
|
|
{
|
|
FONT_DEFAULT = 0, // Default font generation, anti-aliased
|
|
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
|
|
FONT_SDF // SDF font generation, requires external shader
|
|
} FontType;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum
|
|
{
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE, // Blend textures adding colors
|
|
BLEND_MULTIPLIED, // Blend textures multiplying colors
|
|
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
|
|
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
|
|
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
|
|
} BlendMode;
|
|
|
|
// Gesture
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum
|
|
{
|
|
GESTURE_NONE = 0, // No gesture
|
|
GESTURE_TAP = 1, // Tap gesture
|
|
GESTURE_DOUBLETAP = 2, // Double tap gesture
|
|
GESTURE_HOLD = 4, // Hold gesture
|
|
GESTURE_DRAG = 8, // Drag gesture
|
|
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
|
|
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
|
|
GESTURE_SWIPE_UP = 64, // Swipe up gesture
|
|
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
|
|
GESTURE_PINCH_IN = 256, // Pinch in gesture
|
|
GESTURE_PINCH_OUT = 512 // Pinch out gesture
|
|
} Gesture;
|
|
|
|
// Camera system modes
|
|
typedef enum
|
|
{
|
|
CAMERA_CUSTOM = 0, // Custom camera
|
|
CAMERA_FREE, // Free camera
|
|
CAMERA_ORBITAL, // Orbital camera
|
|
CAMERA_FIRST_PERSON, // First person camera
|
|
CAMERA_THIRD_PERSON // Third person camera
|
|
} CameraMode;
|
|
|
|
// Camera projection
|
|
typedef enum
|
|
{
|
|
CAMERA_PERSPECTIVE = 0, // Perspective projection
|
|
CAMERA_ORTHOGRAPHIC // Orthographic projection
|
|
} CameraProjection;
|
|
|
|
// N-patch layout
|
|
typedef enum
|
|
{
|
|
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
|
|
NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
|
|
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
|
|
} NPatchLayout;
|
|
|
|
// Callbacks to hook some internal functions
|
|
// WARNING: This callbacks are intended for advance users
|
|
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
|
|
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
|
|
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
|
|
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
|
|
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
#if defined(__cplusplus)
|
|
extern "C"
|
|
{ // Prevents name mangling of functions
|
|
#endif
|
|
|
|
// Window-related functions
|
|
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
|
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
|
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
|
|
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
|
|
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
|
|
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
|
|
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
|
|
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
|
|
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
|
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
|
|
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
|
|
RLAPI void *GetWindowHandle(void); // Get native window handle
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
RLAPI int GetMonitorCount(void); // Get number of connected monitors
|
|
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
|
|
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
|
|
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
|
|
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
|
|
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
|
|
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
|
|
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
|
|
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
|
|
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
|
|
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
|
|
RLAPI const char *GetClipboardText(void); // Get clipboard text content
|
|
|
|
// Custom frame control functions
|
|
// NOTE: Those functions are intended for advance users that want full control over the frame processing
|
|
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
|
|
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
|
|
|
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
|
|
RLAPI void PollInputEvents(void); // Register all input events
|
|
RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
|
|
|
|
// Cursor-related functions
|
|
RLAPI void ShowCursor(void); // Shows cursor
|
|
RLAPI void HideCursor(void); // Hides cursor
|
|
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
|
|
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
|
|
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
|
|
RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
|
|
|
|
// Drawing-related functions
|
|
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
|
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
|
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
|
RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
|
|
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
|
|
RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
|
|
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
|
// End custom shader drawing (use default shader)
|
|
RLAPI void EndShaderMode(void);
|
|
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
|
|
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
RLAPI void EndScissorMode(void); // End scissor mode
|
|
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
|
|
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
|
|
|
|
// VR stereo config functions for VR simulator
|
|
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
|
|
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
|
|
|
|
// Shader management functions
|
|
// NOTE: Shader functionality is not available on OpenGL 1.1
|
|
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
|
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
|
|
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
|
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
|
|
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
|
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
// Screen-space-related functions
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
|
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
|
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
|
|
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
|
|
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
|
|
|
// Timing-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI int GetFPS(void); // Get current FPS
|
|
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
|
|
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
|
|
|
|
// Misc. functions
|
|
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
|
|
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
|
|
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
|
|
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
|
|
|
|
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
|
|
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
|
|
RLAPI void *MemAlloc(int size); // Internal memory allocator
|
|
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
|
|
RLAPI void MemFree(void *ptr); // Internal memory free
|
|
|
|
// Set custom callbacks
|
|
// WARNING: Callbacks setup is intended for advance users
|
|
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
|
|
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
|
|
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
|
|
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
|
|
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
|
|
|
|
// Files management functions
|
|
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
|
|
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
|
|
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
|
|
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
|
|
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
|
|
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
|
|
RLAPI bool FileExists(const char *fileName); // Check if file exists
|
|
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
|
|
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
|
|
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
|
|
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
|
|
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
|
|
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
|
|
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
|
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
|
RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
|
|
RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
|
|
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
|
|
|
|
// Compression/Encoding functionality
|
|
RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
|
|
RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
|
|
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
|
|
RLAPI unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data
|
|
|
|
// Persistent storage management
|
|
RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
|
|
RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
|
|
|
|
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
|
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
|
|
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
|
|
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
|
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
|
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
|
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
|
|
|
// Input-related functions: mouse
|
|
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Get mouse position X
|
|
RLAPI int GetMouseY(void); // Get mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
|
|
RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
|
|
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
|
|
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
|
|
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
|
|
RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
|
|
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
|
|
|
|
// Input-related functions: touch
|
|
RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
|
|
RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
|
|
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
|
|
RLAPI int 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)
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//------------------------------------------------------------------------------------
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RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
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RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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RLAPI int GetGestureDetected(void); // Get latest detected gesture
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RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
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RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
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RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
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RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
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//------------------------------------------------------------------------------------
|
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// Camera System Functions (Module: rcamera)
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//------------------------------------------------------------------------------------
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RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
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RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
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RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
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RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
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RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
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|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic Shapes Drawing Functions (Module: shapes)
|
|
//------------------------------------------------------------------------------------
|
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// Set texture and rectangle to be used on shapes drawing
|
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// NOTE: It can be useful when using basic shapes and one single font,
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// defining a font char white rectangle would allow drawing everything in a single draw call
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RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
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|
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// Basic shapes drawing functions
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
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RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
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RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
|
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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|
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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|
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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|
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
|
|
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
|
|
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
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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
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|
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
|
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
|
|
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
|
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
|
|
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
|
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
|
|
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
|
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
|
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
|
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
|
|
|
// Basic shapes collision detection functions
|
|
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
|
|
RLAPI 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Texture Loading and Drawing Functions (Module: textures)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Image loading functions
|
|
// NOTE: This functions do not require GPU access
|
|
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
|
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
|
|
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
|
|
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
|
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
|
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
|
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
|
|
|
|
// Image generation functions
|
|
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
|
|
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
|
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
|
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
|
|
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
|
|
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
|
|
|
|
// Image manipulation functions
|
|
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
|
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
|
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
|
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
|
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
|
|
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
|
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
|
|
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
|
|
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
|
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
|
|
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
|
RLAPI void ImageResizeNN(Image *image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
|
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
|
|
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
|
|
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
|
|
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
|
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
|
|
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
|
|
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
|
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
|
|
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
|
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
|
|
RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
|
|
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
|
|
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
|
|
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
|
|
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
|
|
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 ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
|
|
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
|
|
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
|
|
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
|
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
|
|
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
|
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
|
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
|
|
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
|
|
|
|
// Texture loading functions
|
|
// NOTE: These functions require GPU access
|
|
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
|
|
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
|
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
|
|
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
|
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
|
|
|
// Texture configuration functions
|
|
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
|
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
|
|
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
|
|
|
|
// Texture drawing functions
|
|
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
|
|
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
|
|
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
|
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
|
|
|
|
// Color/pixel related functions
|
|
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
|
|
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
|
|
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
|
|
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
|
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
|
|
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
|
|
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
|
|
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
|
|
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
|
|
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Font Loading and Text Drawing Functions (Module: text)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Font loading/unloading functions
|
|
RLAPI Font GetFontDefault(void); // Get the default Font
|
|
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters
|
|
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
|
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
|
|
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
|
|
|
|
// Text drawing functions
|
|
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
|
|
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
|
|
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
|
|
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
|
|
|
|
// Text font info functions
|
|
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
|
|
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
|
|
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
|
|
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
|
|
|
|
// Text codepoints management functions (unicode characters)
|
|
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
|
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
|
|
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
|
|
RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
|
RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
|
RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
|
|
|
|
// Text strings management functions (no UTF-8 strings, only byte chars)
|
|
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
|
|
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
|
|
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
|
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
|
|
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
|
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
|
|
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
|
|
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
|
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
|
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
|
|
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
|
|
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
|
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
|
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
|
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
|
|
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// Basic geometric 3D shapes drawing functions
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
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RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
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RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
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RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
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RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
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RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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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
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RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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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
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RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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// Model management functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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// Mesh management functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Mesh generation functions
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
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RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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// Material loading/unloading functions
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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// Audio device management functions
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
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// Wave/Sound loading/unloading functions
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
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RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
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// Wave/Sound management functions
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RLAPI void PlaySound(Sound sound); // Play a sound
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RLAPI void StopSound(Sound sound); // Stop playing a sound
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RLAPI void PauseSound(Sound sound); // Pause a sound
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
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RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
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RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
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// Music management functions
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
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RLAPI void StopMusicStream(Music music); // Stop music playing
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RLAPI void PauseMusicStream(Music music); // Pause music playing
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI void 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
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RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
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RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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#if defined(__cplusplus)
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}
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#endif
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#endif // RAYLIB_H
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