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| author | victorfisac <[email protected]> | 2017-03-06 09:47:08 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2017-03-06 09:47:08 +0100 |
| commit | f9277f216372179560c560427beccdd2e5c5d094 (patch) | |
| tree | 8d3858c978f2b36ea8912f25e3cbe6fa56952aff /release/android/raylib.h | |
| parent | ce56fcb1eda06385b88c1a906f0968d742ff8130 (diff) | |
| parent | c05701253e0a4eda211a0d7ced74ae29d6585917 (diff) | |
| download | raylib-f9277f216372179560c560427beccdd2e5c5d094.tar.gz raylib-f9277f216372179560c560427beccdd2e5c5d094.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/master'
Diffstat (limited to 'release/android/raylib.h')
| -rw-r--r-- | release/android/raylib.h | 979 |
1 files changed, 979 insertions, 0 deletions
diff --git a/release/android/raylib.h b/release/android/raylib.h new file mode 100644 index 00000000..d28b07a3 --- /dev/null +++ b/release/android/raylib.h @@ -0,0 +1,979 @@ +/********************************************************************************************** +* +* raylib 1.6.0 (www.raylib.com) +* +* A simple and easy-to-use library to learn videogames programming +* +* Features: +* Library written in plain C code (C99) +* Uses PascalCase/camelCase notation +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) +* Multiple textures support, including compressed formats and mipmaps generation +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* Audio loading and playing with streaming support and mixing channels [audio] +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* Complete binding for LUA [rlua] +* +* External libs: +* GLFW3 (www.glfw.org) for window/context management and input [core] +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] +* stb_image_write (Sean Barret) for image writting (PNG) [utils] +* stb_truetype (Sean Barret) for ttf fonts loading [text] +* stb_vorbis (Sean Barret) for ogg audio loading [audio] +* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] +* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] +* dr_flac (David Reid) for FLAC audio file loading [audio] +* OpenAL Soft for audio device/context management [audio] +* tinfl for data decompression (DEFLATE algorithm) [utils] +* +* Some design decisions: +* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) +* One custom default font could be loaded automatically when InitWindow() [core] +* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads +* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* +* -- LICENSE -- +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP +//#define PLATFORM_DESKTOP // Windows, Linux or OSX +//#define PLATFORM_ANDROID // Android device +//#define PLATFORM_RPI // Raspberry Pi +//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) +//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) + +// Security check in case no PLATFORM_* defined +#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) + #define PLATFORM_DESKTOP +#endif + +#if defined(_WIN32) && defined(BUILDING_DLL) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL +#elif defined(_WIN32) && defined(RAYLIB_DLL) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL +#else + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) +#endif + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif + +#define DEG2RAD (PI/180.0f) +#define RAD2DEG (180.0f/PI) + +// raylib Config Flags +#define FLAG_FULLSCREEN_MODE 1 +#define FLAG_RESIZABLE_WINDOW 2 +#define FLAG_SHOW_LOGO 4 +#define FLAG_SHOW_MOUSE_CURSOR 8 +#define FLAG_CENTERED_MODE 16 +#define FLAG_MSAA_4X_HINT 32 +#define FLAG_VSYNC_HINT 64 + +// Keyboard Function Keys +#define KEY_SPACE 32 +#define KEY_ESCAPE 256 +#define KEY_ENTER 257 +#define KEY_BACKSPACE 259 +#define KEY_RIGHT 262 +#define KEY_LEFT 263 +#define KEY_DOWN 264 +#define KEY_UP 265 +#define KEY_F1 290 +#define KEY_F2 291 +#define KEY_F3 292 +#define KEY_F4 293 +#define KEY_F5 294 +#define KEY_F6 295 +#define KEY_F7 296 +#define KEY_F8 297 +#define KEY_F9 298 +#define KEY_F10 299 +#define KEY_F11 300 +#define KEY_F12 301 +#define KEY_LEFT_SHIFT 340 +#define KEY_LEFT_CONTROL 341 +#define KEY_LEFT_ALT 342 +#define KEY_RIGHT_SHIFT 344 +#define KEY_RIGHT_CONTROL 345 +#define KEY_RIGHT_ALT 346 + +// Keyboard Alpha Numeric Keys +#define KEY_ZERO 48 +#define KEY_ONE 49 +#define KEY_TWO 50 +#define KEY_THREE 51 +#define KEY_FOUR 52 +#define KEY_FIVE 53 +#define KEY_SIX 54 +#define KEY_SEVEN 55 +#define KEY_EIGHT 56 +#define KEY_NINE 57 +#define KEY_A 65 +#define KEY_B 66 +#define KEY_C 67 +#define KEY_D 68 +#define KEY_E 69 +#define KEY_F 70 +#define KEY_G 71 +#define KEY_H 72 +#define KEY_I 73 +#define KEY_J 74 +#define KEY_K 75 +#define KEY_L 76 +#define KEY_M 77 +#define KEY_N 78 +#define KEY_O 79 +#define KEY_P 80 +#define KEY_Q 81 +#define KEY_R 82 +#define KEY_S 83 +#define KEY_T 84 +#define KEY_U 85 +#define KEY_V 86 +#define KEY_W 87 +#define KEY_X 88 +#define KEY_Y 89 +#define KEY_Z 90 + +#if defined(PLATFORM_ANDROID) + // Android Physical Buttons + #define KEY_BACK 4 + #define KEY_MENU 82 + #define KEY_VOLUME_UP 24 + #define KEY_VOLUME_DOWN 25 +#endif + +// Mouse Buttons +#define MOUSE_LEFT_BUTTON 0 +#define MOUSE_RIGHT_BUTTON 1 +#define MOUSE_MIDDLE_BUTTON 2 + +// Touch points registered +#define MAX_TOUCH_POINTS 2 + +// Gamepad Number +#define GAMEPAD_PLAYER1 0 +#define GAMEPAD_PLAYER2 1 +#define GAMEPAD_PLAYER3 2 +#define GAMEPAD_PLAYER4 3 + +// Gamepad Buttons/Axis + +// PS3 USB Controller Buttons +#define GAMEPAD_PS3_BUTTON_TRIANGLE 0 +#define GAMEPAD_PS3_BUTTON_CIRCLE 1 +#define GAMEPAD_PS3_BUTTON_CROSS 2 +#define GAMEPAD_PS3_BUTTON_SQUARE 3 +#define GAMEPAD_PS3_BUTTON_L1 6 +#define GAMEPAD_PS3_BUTTON_R1 7 +#define GAMEPAD_PS3_BUTTON_L2 4 +#define GAMEPAD_PS3_BUTTON_R2 5 +#define GAMEPAD_PS3_BUTTON_START 8 +#define GAMEPAD_PS3_BUTTON_SELECT 9 +#define GAMEPAD_PS3_BUTTON_UP 24 +#define GAMEPAD_PS3_BUTTON_RIGHT 25 +#define GAMEPAD_PS3_BUTTON_DOWN 26 +#define GAMEPAD_PS3_BUTTON_LEFT 27 +#define GAMEPAD_PS3_BUTTON_PS 12 + +// PS3 USB Controller Axis +#define GAMEPAD_PS3_AXIS_LEFT_X 0 +#define GAMEPAD_PS3_AXIS_LEFT_Y 1 +#define GAMEPAD_PS3_AXIS_RIGHT_X 2 +#define GAMEPAD_PS3_AXIS_RIGHT_Y 5 +#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) +#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) + +// Xbox360 USB Controller Buttons +#define GAMEPAD_XBOX_BUTTON_A 0 +#define GAMEPAD_XBOX_BUTTON_B 1 +#define GAMEPAD_XBOX_BUTTON_X 2 +#define GAMEPAD_XBOX_BUTTON_Y 3 +#define GAMEPAD_XBOX_BUTTON_LB 4 +#define GAMEPAD_XBOX_BUTTON_RB 5 +#define GAMEPAD_XBOX_BUTTON_SELECT 6 +#define GAMEPAD_XBOX_BUTTON_START 7 +#define GAMEPAD_XBOX_BUTTON_UP 10 +#define GAMEPAD_XBOX_BUTTON_RIGHT 11 +#define GAMEPAD_XBOX_BUTTON_DOWN 12 +#define GAMEPAD_XBOX_BUTTON_LEFT 13 +#define GAMEPAD_XBOX_BUTTON_HOME 8 + +// Xbox360 USB Controller Axis +// NOTE: For Raspberry Pi, axis must be reconfigured +#if defined(PLATFORM_RPI) + #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) + #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) +#else + #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) + #define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) + #define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) + #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) +#endif + +// NOTE: MSC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized from { } initializers. +#ifdef __cplusplus + #define CLITERAL +#else + #define CLITERAL (Color) +#endif + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink +#define RED CLITERAL{ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green +#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown + +#define WHITE CLITERAL{ 255, 255, 255, 255 } // White +#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#ifndef __cplusplus +// Boolean type + #ifndef __APPLE__ + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif + #else + #include <stdbool.h> + #endif +#endif + +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// Matrix type (OpenGL style 4x4 - right handed, column major) +typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; +} Matrix; + +// Color type, RGBA (32bit) +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} Color; + +// Rectangle type +typedef struct Rectangle { + int x; + int y; + int width; + int height; +} Rectangle; + +// Image type, bpp always RGBA (32bit) +// NOTE: Data stored in CPU memory (RAM) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Image; + +// Texture2D type, bpp always RGBA (32bit) +// NOTE: Data stored in GPU memory +typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) +} Texture2D; + +// RenderTexture2D type, for texture rendering +typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture +} RenderTexture2D; + +// SpriteFont type, includes texture and charSet array data +typedef struct SpriteFont { + Texture2D texture; // Font texture + int size; // Base size (default chars height) + int numChars; // Number of characters + int *charValues; // Characters values array + Rectangle *charRecs; // Characters rectangles within the texture + Vector2 *charOffsets; // Characters offsets (on drawing) + int *charAdvanceX; // Characters x advance (on drawing) +} SpriteFont; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) +} Camera; + +// Camera2D type, defines a 2d camera +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + +// Bounding box type +typedef struct BoundingBox { + Vector3 min; // minimum vertex box-corner + Vector3 max; // maximum vertex box-corner +} BoundingBox; + +// Vertex data definning a mesh +typedef struct Mesh { + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) +} Mesh; + +// Shader type (generic shader) +typedef struct Shader { + unsigned int id; // Shader program id + + // Vertex attributes locations (default locations) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) + int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) + + // Uniform locations + int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) + int colAmbientLoc; // Ambient color uniform location point (fragment shader) + int colSpecularLoc; // Specular color uniform location point (fragment shader) + + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) +} Shader; + +// Material type +typedef struct Material { + Shader shader; // Standard shader (supports 3 map textures) + + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) + + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color + + float glossiness; // Glossiness level (Ranges from 0 to 1000) +} Material; + +// Model type +typedef struct Model { + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data +} Model; + +// Light type +typedef struct LightData { + unsigned int id; // Light unique id + bool enabled; // Light enabled + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + + Vector3 position; // Light position + Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float radius; // Light attenuation radius light intensity reduced with distance (world distance) + + Color diffuse; // Light diffuse color + float intensity; // Light intensity level + + float coneAngle; // Light cone max angle: LIGHT_SPOT +} LightData, *Light; + +// Light types +typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; + +// Ray type (useful for raycast) +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; + +// Wave type, defines audio wave data +typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + void *data; // Buffer data pointer +} Wave; + +// Sound source type +typedef struct Sound { + unsigned int source; // OpenAL audio source id + unsigned int buffer; // OpenAL audio buffer id + int format; // OpenAL audio format specifier +} Sound; + +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct MusicData *Music; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + + int format; // OpenAL audio format specifier + unsigned int source; // OpenAL audio source id + unsigned int buffers[2]; // OpenAL audio buffers (double buffering) +} AudioStream; + +// Texture formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) + UNCOMPRESSED_R5G6B5, // 16 bpp + UNCOMPRESSED_R8G8B8, // 24 bpp + UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + UNCOMPRESSED_R8G8B8A8, // 32 bpp + COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + COMPRESSED_DXT3_RGBA, // 8 bpp + COMPRESSED_DXT5_RGBA, // 8 bpp + COMPRESSED_ETC1_RGB, // 4 bpp + COMPRESSED_ETC2_RGB, // 4 bpp + COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} TextureFormat; + +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + FILTER_POINT = 0, // No filter, just pixel aproximation + FILTER_BILINEAR, // Linear filtering + FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilterMode; + +// Texture parameters: wrap mode +typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; + +// Color blending modes (pre-defined) +typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; + +// Gestures type +// NOTE: It could be used as flags to enable only some gestures +typedef enum { + GESTURE_NONE = 0, + GESTURE_TAP = 1, + GESTURE_DOUBLETAP = 2, + GESTURE_HOLD = 4, + GESTURE_DRAG = 8, + GESTURE_SWIPE_RIGHT = 16, + GESTURE_SWIPE_LEFT = 32, + GESTURE_SWIPE_UP = 64, + GESTURE_SWIPE_DOWN = 128, + GESTURE_PINCH_IN = 256, + GESTURE_PINCH_OUT = 512 +} Gestures; + +// Camera system modes +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON +} CameraMode; + +// Head Mounted Display devices +typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, +} VrDevice; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ +#if defined(PLATFORM_ANDROID) +RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +#endif + +RLAPI void CloseWindow(void); // Close Window and Terminate Context +RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height + +#if !defined(PLATFORM_ANDROID) +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor +RLAPI void DisableCursor(void); // Disables cursor +#endif + +RLAPI void ClearBackground(Color color); // Sets Background Color +RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) + +RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +RLAPI void End2dMode(void); // Ends 2D mode custom camera usage +RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture + +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) + +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for one frame + +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color +RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes +RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array + +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + +RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags +RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) + +RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer + +RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) +RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis + +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y + +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode + +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int frontKey, int backKey, + int rightKey, int leftKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ +RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file +RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) +RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory +RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode + +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters + float rotation, Color tint); + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ +RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory + +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + float fontSize, int spacing, Color tint); +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont + +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +RLAPI void DrawLight(Light light); // Draw light in 3D world +//DrawTorus(), DrawTeapot() could be useful? + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) +RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model +RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) +RLAPI void UnloadModel(Model model); // Unload 3d model from memory + +RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM + +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box + +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory + +RLAPI Shader GetDefaultShader(void); // Get default shader +RLAPI Shader GetStandardShader(void); // Get standard shader +RLAPI Texture2D GetDefaultTexture(void); // Get default texture + +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) + +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list + +//------------------------------------------------------------------------------------ +// VR experience Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +RLAPI void InitVrDevice(int vdDevice); // Init VR device +RLAPI void CloseVrDevice(void); // Close VR device +RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready +RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully + +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM +RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) +RLAPI Sound LoadSound(const char *fileName); // Load sound to memory +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) +RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream raw audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream + +#ifdef __cplusplus +} +#endif + +#endif // RAYLIB_H |
