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| author | victorfisac <[email protected]> | 2018-03-10 19:10:37 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2018-03-10 19:10:37 +0100 |
| commit | 8f1d6f38506ff6449866913c6d88b0f25ca2d8f4 (patch) | |
| tree | 659719ef12dbdedd9a51c85af0e43ac327c84b40 /release | |
| parent | dd50348b4dffe59be03538bdbaf2a3d084426e1f (diff) | |
| parent | df50eada531b54d6771eff81cbe140f9453d54d9 (diff) | |
| download | raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.tar.gz raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.zip | |
Merge branch 'master' of github.com:raysan5/raylib into fork/master
Diffstat (limited to 'release')
33 files changed, 2759 insertions, 6631 deletions
diff --git a/release/README.md b/release/README.md new file mode 100644 index 00000000..3c5c7a6e --- /dev/null +++ b/release/README.md @@ -0,0 +1,7 @@ +## raylib release + +In this folder you can find raylib library pre-compiled and ready-to-use for different platforms. + +For detailed information on raylib external dependencies, just check [Wiki information on external dependencies](https://github.com/raysan5/raylib/wiki/raylib-external-dependencies). + +**NOTE: Next raylib version is removing all external dependencies.** diff --git a/release/android/armeabi-v7a/libraylib.a b/release/android/armeabi-v7a/libraylib.a Binary files differdeleted file mode 100644 index cbfa908d..00000000 --- a/release/android/armeabi-v7a/libraylib.a +++ /dev/null diff --git a/release/android/armeabi-v7a/libraylib.so b/release/android/armeabi-v7a/libraylib.so Binary files differdeleted file mode 100644 index 9641815e..00000000 --- a/release/android/armeabi-v7a/libraylib.so +++ /dev/null diff --git a/release/android/raylib.h b/release/android/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/android/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc Binary files differdeleted file mode 100644 index cf3f9820..00000000 --- a/release/html5/libraylib.bc +++ /dev/null diff --git a/release/html5/raylib.h b/release/html5/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/html5/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 diff --git a/release/include/AL/al.h b/release/include/AL/al.h new file mode 100644 index 00000000..413b3833 --- /dev/null +++ b/release/include/AL/al.h @@ -0,0 +1,656 @@ +#ifndef AL_AL_H +#define AL_AL_H + +#if defined(__cplusplus) +extern "C" { +#endif + +#ifndef AL_API + #if defined(AL_LIBTYPE_STATIC) + #define AL_API + #elif defined(_WIN32) + #define AL_API __declspec(dllimport) + #else + #define AL_API extern + #endif +#endif + +#if defined(_WIN32) + #define AL_APIENTRY __cdecl +#else + #define AL_APIENTRY +#endif + + +/** Deprecated macro. */ +#define OPENAL +#define ALAPI AL_API +#define ALAPIENTRY AL_APIENTRY +#define AL_INVALID (-1) +#define AL_ILLEGAL_ENUM AL_INVALID_ENUM +#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION + +/** Supported AL version. */ +#define AL_VERSION_1_0 +#define AL_VERSION_1_1 + +/** 8-bit boolean */ +typedef char ALboolean; + +/** character */ +typedef char ALchar; + +/** signed 8-bit 2's complement integer */ +typedef signed char ALbyte; + +/** unsigned 8-bit integer */ +typedef unsigned char ALubyte; + +/** signed 16-bit 2's complement integer */ +typedef short ALshort; + +/** unsigned 16-bit integer */ +typedef unsigned short ALushort; + +/** signed 32-bit 2's complement integer */ +typedef int ALint; + +/** unsigned 32-bit integer */ +typedef unsigned int ALuint; + +/** non-negative 32-bit binary integer size */ +typedef int ALsizei; + +/** enumerated 32-bit value */ +typedef int ALenum; + +/** 32-bit IEEE754 floating-point */ +typedef float ALfloat; + +/** 64-bit IEEE754 floating-point */ +typedef double ALdouble; + +/** void type (for opaque pointers only) */ +typedef void ALvoid; + + +/* Enumerant values begin at column 50. No tabs. */ + +/** "no distance model" or "no buffer" */ +#define AL_NONE 0 + +/** Boolean False. */ +#define AL_FALSE 0 + +/** Boolean True. */ +#define AL_TRUE 1 + + +/** + * Relative source. + * Type: ALboolean + * Range: [AL_TRUE, AL_FALSE] + * Default: AL_FALSE + * + * Specifies if the Source has relative coordinates. + */ +#define AL_SOURCE_RELATIVE 0x202 + + +/** + * Inner cone angle, in degrees. + * Type: ALint, ALfloat + * Range: [0 - 360] + * Default: 360 + * + * The angle covered by the inner cone, where the source will not attenuate. + */ +#define AL_CONE_INNER_ANGLE 0x1001 + +/** + * Outer cone angle, in degrees. + * Range: [0 - 360] + * Default: 360 + * + * The angle covered by the outer cone, where the source will be fully + * attenuated. + */ +#define AL_CONE_OUTER_ANGLE 0x1002 + +/** + * Source pitch. + * Type: ALfloat + * Range: [0.5 - 2.0] + * Default: 1.0 + * + * A multiplier for the frequency (sample rate) of the source's buffer. + */ +#define AL_PITCH 0x1003 + +/** + * Source or listener position. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * The source or listener location in three dimensional space. + * + * OpenAL, like OpenGL, uses a right handed coordinate system, where in a + * frontal default view X (thumb) points right, Y points up (index finger), and + * Z points towards the viewer/camera (middle finger). + * + * To switch from a left handed coordinate system, flip the sign on the Z + * coordinate. + */ +#define AL_POSITION 0x1004 + +/** + * Source direction. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * Specifies the current direction in local space. + * A zero-length vector specifies an omni-directional source (cone is ignored). + */ +#define AL_DIRECTION 0x1005 + +/** + * Source or listener velocity. + * Type: ALfloat[3], ALint[3] + * Default: {0, 0, 0} + * + * Specifies the current velocity in local space. + */ +#define AL_VELOCITY 0x1006 + +/** + * Source looping. + * Type: ALboolean + * Range: [AL_TRUE, AL_FALSE] + * Default: AL_FALSE + * + * Specifies whether source is looping. + */ +#define AL_LOOPING 0x1007 + +/** + * Source buffer. + * Type: ALuint + * Range: any valid Buffer. + * + * Specifies the buffer to provide sound samples. + */ +#define AL_BUFFER 0x1009 + +/** + * Source or listener gain. + * Type: ALfloat + * Range: [0.0 - ] + * + * A value of 1.0 means unattenuated. Each division by 2 equals an attenuation + * of about -6dB. Each multiplicaton by 2 equals an amplification of about + * +6dB. + * + * A value of 0.0 is meaningless with respect to a logarithmic scale; it is + * silent. + */ +#define AL_GAIN 0x100A + +/** + * Minimum source gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * + * The minimum gain allowed for a source, after distance and cone attenation is + * applied (if applicable). + */ +#define AL_MIN_GAIN 0x100D + +/** + * Maximum source gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * + * The maximum gain allowed for a source, after distance and cone attenation is + * applied (if applicable). + */ +#define AL_MAX_GAIN 0x100E + +/** + * Listener orientation. + * Type: ALfloat[6] + * Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0} + * + * Effectively two three dimensional vectors. The first vector is the front (or + * "at") and the second is the top (or "up"). + * + * Both vectors are in local space. + */ +#define AL_ORIENTATION 0x100F + +/** + * Source state (query only). + * Type: ALint + * Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED] + */ +#define AL_SOURCE_STATE 0x1010 + +/** Source state value. */ +#define AL_INITIAL 0x1011 +#define AL_PLAYING 0x1012 +#define AL_PAUSED 0x1013 +#define AL_STOPPED 0x1014 + +/** + * Source Buffer Queue size (query only). + * Type: ALint + * + * The number of buffers queued using alSourceQueueBuffers, minus the buffers + * removed with alSourceUnqueueBuffers. + */ +#define AL_BUFFERS_QUEUED 0x1015 + +/** + * Source Buffer Queue processed count (query only). + * Type: ALint + * + * The number of queued buffers that have been fully processed, and can be + * removed with alSourceUnqueueBuffers. + * + * Looping sources will never fully process buffers because they will be set to + * play again for when the source loops. + */ +#define AL_BUFFERS_PROCESSED 0x1016 + +/** + * Source reference distance. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * The distance in units that no attenuation occurs. + * + * At 0.0, no distance attenuation ever occurs on non-linear attenuation models. + */ +#define AL_REFERENCE_DISTANCE 0x1020 + +/** + * Source rolloff factor. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * Multiplier to exaggerate or diminish distance attenuation. + * + * At 0.0, no distance attenuation ever occurs. + */ +#define AL_ROLLOFF_FACTOR 0x1021 + +/** + * Outer cone gain. + * Type: ALfloat + * Range: [0.0 - 1.0] + * Default: 0.0 + * + * The gain attenuation applied when the listener is outside of the source's + * outer cone. + */ +#define AL_CONE_OUTER_GAIN 0x1022 + +/** + * Source maximum distance. + * Type: ALfloat + * Range: [0.0 - ] + * Default: +inf + * + * The distance above which the source is not attenuated any further with a + * clamped distance model, or where attenuation reaches 0.0 gain for linear + * distance models with a default rolloff factor. + */ +#define AL_MAX_DISTANCE 0x1023 + +/** Source buffer position, in seconds */ +#define AL_SEC_OFFSET 0x1024 +/** Source buffer position, in sample frames */ +#define AL_SAMPLE_OFFSET 0x1025 +/** Source buffer position, in bytes */ +#define AL_BYTE_OFFSET 0x1026 + +/** + * Source type (query only). + * Type: ALint + * Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED] + * + * A Source is Static if a Buffer has been attached using AL_BUFFER. + * + * A Source is Streaming if one or more Buffers have been attached using + * alSourceQueueBuffers. + * + * A Source is Undetermined when it has the NULL buffer attached using + * AL_BUFFER. + */ +#define AL_SOURCE_TYPE 0x1027 + +/** Source type value. */ +#define AL_STATIC 0x1028 +#define AL_STREAMING 0x1029 +#define AL_UNDETERMINED 0x1030 + +/** Buffer format specifier. */ +#define AL_FORMAT_MONO8 0x1100 +#define AL_FORMAT_MONO16 0x1101 +#define AL_FORMAT_STEREO8 0x1102 +#define AL_FORMAT_STEREO16 0x1103 + +/** Buffer frequency (query only). */ +#define AL_FREQUENCY 0x2001 +/** Buffer bits per sample (query only). */ +#define AL_BITS 0x2002 +/** Buffer channel count (query only). */ +#define AL_CHANNELS 0x2003 +/** Buffer data size (query only). */ +#define AL_SIZE 0x2004 + +/** + * Buffer state. + * + * Not for public use. + */ +#define AL_UNUSED 0x2010 +#define AL_PENDING 0x2011 +#define AL_PROCESSED 0x2012 + + +/** No error. */ +#define AL_NO_ERROR 0 + +/** Invalid name paramater passed to AL call. */ +#define AL_INVALID_NAME 0xA001 + +/** Invalid enum parameter passed to AL call. */ +#define AL_INVALID_ENUM 0xA002 + +/** Invalid value parameter passed to AL call. */ +#define AL_INVALID_VALUE 0xA003 + +/** Illegal AL call. */ +#define AL_INVALID_OPERATION 0xA004 + +/** Not enough memory. */ +#define AL_OUT_OF_MEMORY 0xA005 + + +/** Context string: Vendor ID. */ +#define AL_VENDOR 0xB001 +/** Context string: Version. */ +#define AL_VERSION 0xB002 +/** Context string: Renderer ID. */ +#define AL_RENDERER 0xB003 +/** Context string: Space-separated extension list. */ +#define AL_EXTENSIONS 0xB004 + + +/** + * Doppler scale. + * Type: ALfloat + * Range: [0.0 - ] + * Default: 1.0 + * + * Scale for source and listener velocities. + */ +#define AL_DOPPLER_FACTOR 0xC000 +AL_API void AL_APIENTRY alDopplerFactor(ALfloat value); + +/** + * Doppler velocity (deprecated). + * + * A multiplier applied to the Speed of Sound. + */ +#define AL_DOPPLER_VELOCITY 0xC001 +AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value); + +/** + * Speed of Sound, in units per second. + * Type: ALfloat + * Range: [0.0001 - ] + * Default: 343.3 + * + * The speed at which sound waves are assumed to travel, when calculating the + * doppler effect. + */ +#define AL_SPEED_OF_SOUND 0xC003 +AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value); + +/** + * Distance attenuation model. + * Type: ALint + * Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED, + * AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED, + * AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED] + * Default: AL_INVERSE_DISTANCE_CLAMPED + * + * The model by which sources attenuate with distance. + * + * None - No distance attenuation. + * Inverse - Doubling the distance halves the source gain. + * Linear - Linear gain scaling between the reference and max distances. + * Exponent - Exponential gain dropoff. + * + * Clamped variations work like the non-clamped counterparts, except the + * distance calculated is clamped between the reference and max distances. + */ +#define AL_DISTANCE_MODEL 0xD000 +AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel); + +/** Distance model value. */ +#define AL_INVERSE_DISTANCE 0xD001 +#define AL_INVERSE_DISTANCE_CLAMPED 0xD002 +#define AL_LINEAR_DISTANCE 0xD003 +#define AL_LINEAR_DISTANCE_CLAMPED 0xD004 +#define AL_EXPONENT_DISTANCE 0xD005 +#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006 + +/** Renderer State management. */ +AL_API void AL_APIENTRY alEnable(ALenum capability); +AL_API void AL_APIENTRY alDisable(ALenum capability); +AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability); + +/** State retrieval. */ +AL_API const ALchar* AL_APIENTRY alGetString(ALenum param); +AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values); +AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values); +AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values); +AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param); +AL_API ALint AL_APIENTRY alGetInteger(ALenum param); +AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param); +AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param); + +/** + * Error retrieval. + * + * Obtain the first error generated in the AL context since the last check. + */ +AL_API ALenum AL_APIENTRY alGetError(void); + +/** + * Extension support. + * + * Query for the presence of an extension, and obtain any appropriate function + * pointers and enum values. + */ +AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname); +AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname); +AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename); + + +/** Set Listener parameters */ +AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value); +AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value); +AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values); + +/** Get Listener parameters */ +AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values); + + +/** Create Source objects. */ +AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources); +/** Delete Source objects. */ +AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources); +/** Verify a handle is a valid Source. */ +AL_API ALboolean AL_APIENTRY alIsSource(ALuint source); + +/** Set Source parameters. */ +AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value); +AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value); +AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values); + +/** Get Source parameters. */ +AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values); + + +/** Play, replay, or resume (if paused) a list of Sources */ +AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources); +/** Stop a list of Sources */ +AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources); +/** Rewind a list of Sources */ +AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources); +/** Pause a list of Sources */ +AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources); + +/** Play, replay, or resume a Source */ +AL_API void AL_APIENTRY alSourcePlay(ALuint source); +/** Stop a Source */ +AL_API void AL_APIENTRY alSourceStop(ALuint source); +/** Rewind a Source (set playback postiton to beginning) */ +AL_API void AL_APIENTRY alSourceRewind(ALuint source); +/** Pause a Source */ +AL_API void AL_APIENTRY alSourcePause(ALuint source); + +/** Queue buffers onto a source */ +AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers); +/** Unqueue processed buffers from a source */ +AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers); + + +/** Create Buffer objects */ +AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers); +/** Delete Buffer objects */ +AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers); +/** Verify a handle is a valid Buffer */ +AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer); + +/** Specifies the data to be copied into a buffer */ +AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); + +/** Set Buffer parameters, */ +AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value); +AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values); +AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value); +AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); +AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values); + +/** Get Buffer parameters. */ +AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value); +AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values); +AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value); +AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); +AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values); + +/** Pointer-to-function type, useful for dynamically getting AL entry points. */ +typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability); +typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability); +typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability); +typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param); +typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values); +typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values); +typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param); +typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param); +typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param); +typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param); +typedef ALenum (AL_APIENTRY *LPALGETERROR)(void); +typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname); +typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname); +typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename); +typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources); +typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources); +typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources); +typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source); +typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers); +typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers); +typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers); +typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers); +typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer); +typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); +typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value); +typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); +typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values); +typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value); +typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); +typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values); +typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value); +typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); +typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values); +typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value); +typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); +typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values); +typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value); +typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value); +typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value); +typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel); + +#if defined(__cplusplus) +} /* extern "C" */ +#endif + +#endif /* AL_AL_H */ diff --git a/release/include/AL/alc.h b/release/include/AL/alc.h new file mode 100644 index 00000000..294e8b33 --- /dev/null +++ b/release/include/AL/alc.h @@ -0,0 +1,237 @@ +#ifndef AL_ALC_H +#define AL_ALC_H + +#if defined(__cplusplus) +extern "C" { +#endif + +#ifndef ALC_API + #if defined(AL_LIBTYPE_STATIC) + #define ALC_API + #elif defined(_WIN32) + #define ALC_API __declspec(dllimport) + #else + #define ALC_API extern + #endif +#endif + +#if defined(_WIN32) + #define ALC_APIENTRY __cdecl +#else + #define ALC_APIENTRY +#endif + + +/** Deprecated macro. */ +#define ALCAPI ALC_API +#define ALCAPIENTRY ALC_APIENTRY +#define ALC_INVALID 0 + +/** Supported ALC version? */ +#define ALC_VERSION_0_1 1 + +/** Opaque device handle */ +typedef struct ALCdevice_struct ALCdevice; +/** Opaque context handle */ +typedef struct ALCcontext_struct ALCcontext; + +/** 8-bit boolean */ +typedef char ALCboolean; + +/** character */ +typedef char ALCchar; + +/** signed 8-bit 2's complement integer */ +typedef signed char ALCbyte; + +/** unsigned 8-bit integer */ +typedef unsigned char ALCubyte; + +/** signed 16-bit 2's complement integer */ +typedef short ALCshort; + +/** unsigned 16-bit integer */ +typedef unsigned short ALCushort; + +/** signed 32-bit 2's complement integer */ +typedef int ALCint; + +/** unsigned 32-bit integer */ +typedef unsigned int ALCuint; + +/** non-negative 32-bit binary integer size */ +typedef int ALCsizei; + +/** enumerated 32-bit value */ +typedef int ALCenum; + +/** 32-bit IEEE754 floating-point */ +typedef float ALCfloat; + +/** 64-bit IEEE754 floating-point */ +typedef double ALCdouble; + +/** void type (for opaque pointers only) */ +typedef void ALCvoid; + + +/* Enumerant values begin at column 50. No tabs. */ + +/** Boolean False. */ +#define ALC_FALSE 0 + +/** Boolean True. */ +#define ALC_TRUE 1 + +/** Context attribute: <int> Hz. */ +#define ALC_FREQUENCY 0x1007 + +/** Context attribute: <int> Hz. */ +#define ALC_REFRESH 0x1008 + +/** Context attribute: AL_TRUE or AL_FALSE. */ +#define ALC_SYNC 0x1009 + +/** Context attribute: <int> requested Mono (3D) Sources. */ +#define ALC_MONO_SOURCES 0x1010 + +/** Context attribute: <int> requested Stereo Sources. */ +#define ALC_STEREO_SOURCES 0x1011 + +/** No error. */ +#define ALC_NO_ERROR 0 + +/** Invalid device handle. */ +#define ALC_INVALID_DEVICE 0xA001 + +/** Invalid context handle. */ +#define ALC_INVALID_CONTEXT 0xA002 + +/** Invalid enum parameter passed to an ALC call. */ +#define ALC_INVALID_ENUM 0xA003 + +/** Invalid value parameter passed to an ALC call. */ +#define ALC_INVALID_VALUE 0xA004 + +/** Out of memory. */ +#define ALC_OUT_OF_MEMORY 0xA005 + + +/** Runtime ALC version. */ +#define ALC_MAJOR_VERSION 0x1000 +#define ALC_MINOR_VERSION 0x1001 + +/** Context attribute list properties. */ +#define ALC_ATTRIBUTES_SIZE 0x1002 +#define ALC_ALL_ATTRIBUTES 0x1003 + +/** String for the default device specifier. */ +#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004 +/** + * String for the given device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known device specifiers (list ends with an empty string). + */ +#define ALC_DEVICE_SPECIFIER 0x1005 +/** String for space-separated list of ALC extensions. */ +#define ALC_EXTENSIONS 0x1006 + + +/** Capture extension */ +#define ALC_EXT_CAPTURE 1 +/** + * String for the given capture device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known capture device specifiers (list ends with an empty string). + */ +#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310 +/** String for the default capture device specifier. */ +#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311 +/** Number of sample frames available for capture. */ +#define ALC_CAPTURE_SAMPLES 0x312 + + +/** Enumerate All extension */ +#define ALC_ENUMERATE_ALL_EXT 1 +/** String for the default extended device specifier. */ +#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012 +/** + * String for the given extended device's specifier. + * + * If device handle is NULL, it is instead a null-char separated list of + * strings of known extended device specifiers (list ends with an empty string). + */ +#define ALC_ALL_DEVICES_SPECIFIER 0x1013 + + +/** Context management. */ +ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist); +ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context); +ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context); +ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context); +ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context); +ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void); +ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context); + +/** Device management. */ +ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename); +ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device); + + +/** + * Error support. + * + * Obtain the most recent Device error. + */ +ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device); + +/** + * Extension support. + * + * Query for the presence of an extension, and obtain any appropriate + * function pointers and enum values. + */ +ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname); +ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname); +ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname); + +/** Query function. */ +ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param); +ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); + +/** Capture function. */ +ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); +ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device); +ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); + +/** Pointer-to-function type, useful for dynamically getting ALC entry points. */ +typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist); +typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context); +typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context); +typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void); +typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context); +typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename); +typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device); +typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device); +typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname); +typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname); +typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname); +typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param); +typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); +typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); +typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device); +typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); + +#if defined(__cplusplus) +} +#endif + +#endif /* AL_ALC_H */ diff --git a/release/include/AL/alext.h b/release/include/AL/alext.h new file mode 100644 index 00000000..4b9a1553 --- /dev/null +++ b/release/include/AL/alext.h @@ -0,0 +1,466 @@ +/** + * OpenAL cross platform audio library + * Copyright (C) 2008 by authors. + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the + * Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + * Or go to http://www.gnu.org/copyleft/lgpl.html + */ + +#ifndef AL_ALEXT_H +#define AL_ALEXT_H + +#include <stddef.h> +/* Define int64_t and uint64_t types */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include <inttypes.h> +#elif defined(_WIN32) && defined(__GNUC__) +#include <stdint.h> +#elif defined(_WIN32) +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include <inttypes.h> +#endif + +#include "alc.h" +#include "al.h" + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef AL_LOKI_IMA_ADPCM_format +#define AL_LOKI_IMA_ADPCM_format 1 +#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000 +#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001 +#endif + +#ifndef AL_LOKI_WAVE_format +#define AL_LOKI_WAVE_format 1 +#define AL_FORMAT_WAVE_EXT 0x10002 +#endif + +#ifndef AL_EXT_vorbis +#define AL_EXT_vorbis 1 +#define AL_FORMAT_VORBIS_EXT 0x10003 +#endif + +#ifndef AL_LOKI_quadriphonic +#define AL_LOKI_quadriphonic 1 +#define AL_FORMAT_QUAD8_LOKI 0x10004 +#define AL_FORMAT_QUAD16_LOKI 0x10005 +#endif + +#ifndef AL_EXT_float32 +#define AL_EXT_float32 1 +#define AL_FORMAT_MONO_FLOAT32 0x10010 +#define AL_FORMAT_STEREO_FLOAT32 0x10011 +#endif + +#ifndef AL_EXT_double +#define AL_EXT_double 1 +#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012 +#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013 +#endif + +#ifndef AL_EXT_MULAW +#define AL_EXT_MULAW 1 +#define AL_FORMAT_MONO_MULAW_EXT 0x10014 +#define AL_FORMAT_STEREO_MULAW_EXT 0x10015 +#endif + +#ifndef AL_EXT_ALAW +#define AL_EXT_ALAW 1 +#define AL_FORMAT_MONO_ALAW_EXT 0x10016 +#define AL_FORMAT_STEREO_ALAW_EXT 0x10017 +#endif + +#ifndef ALC_LOKI_audio_channel +#define ALC_LOKI_audio_channel 1 +#define ALC_CHAN_MAIN_LOKI 0x500001 +#define ALC_CHAN_PCM_LOKI 0x500002 +#define ALC_CHAN_CD_LOKI 0x500003 +#endif + +#ifndef AL_EXT_MCFORMATS +#define AL_EXT_MCFORMATS 1 +#define AL_FORMAT_QUAD8 0x1204 +#define AL_FORMAT_QUAD16 0x1205 +#define AL_FORMAT_QUAD32 0x1206 +#define AL_FORMAT_REAR8 0x1207 +#define AL_FORMAT_REAR16 0x1208 +#define AL_FORMAT_REAR32 0x1209 +#define AL_FORMAT_51CHN8 0x120A +#define AL_FORMAT_51CHN16 0x120B +#define AL_FORMAT_51CHN32 0x120C +#define AL_FORMAT_61CHN8 0x120D +#define AL_FORMAT_61CHN16 0x120E +#define AL_FORMAT_61CHN32 0x120F +#define AL_FORMAT_71CHN8 0x1210 +#define AL_FORMAT_71CHN16 0x1211 +#define AL_FORMAT_71CHN32 0x1212 +#endif + +#ifndef AL_EXT_MULAW_MCFORMATS +#define AL_EXT_MULAW_MCFORMATS 1 +#define AL_FORMAT_MONO_MULAW 0x10014 +#define AL_FORMAT_STEREO_MULAW 0x10015 +#define AL_FORMAT_QUAD_MULAW 0x10021 +#define AL_FORMAT_REAR_MULAW 0x10022 +#define AL_FORMAT_51CHN_MULAW 0x10023 +#define AL_FORMAT_61CHN_MULAW 0x10024 +#define AL_FORMAT_71CHN_MULAW 0x10025 +#endif + +#ifndef AL_EXT_IMA4 +#define AL_EXT_IMA4 1 +#define AL_FORMAT_MONO_IMA4 0x1300 +#define AL_FORMAT_STEREO_IMA4 0x1301 +#endif + +#ifndef AL_EXT_STATIC_BUFFER +#define AL_EXT_STATIC_BUFFER 1 +typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq); +#endif +#endif + +#ifndef ALC_EXT_EFX +#define ALC_EXT_EFX 1 +#include "efx.h" +#endif + +#ifndef ALC_EXT_disconnect +#define ALC_EXT_disconnect 1 +#define ALC_CONNECTED 0x313 +#endif + +#ifndef ALC_EXT_thread_local_context +#define ALC_EXT_thread_local_context 1 +typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context); +typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context); +ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void); +#endif +#endif + +#ifndef AL_EXT_source_distance_model +#define AL_EXT_source_distance_model 1 +#define AL_SOURCE_DISTANCE_MODEL 0x200 +#endif + +#ifndef AL_SOFT_buffer_sub_data +#define AL_SOFT_buffer_sub_data 1 +#define AL_BYTE_RW_OFFSETS_SOFT 0x1031 +#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032 +typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length); +#endif +#endif + +#ifndef AL_SOFT_loop_points +#define AL_SOFT_loop_points 1 +#define AL_LOOP_POINTS_SOFT 0x2015 +#endif + +#ifndef AL_EXT_FOLDBACK +#define AL_EXT_FOLDBACK 1 +#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK" +#define AL_FOLDBACK_EVENT_BLOCK 0x4112 +#define AL_FOLDBACK_EVENT_START 0x4111 +#define AL_FOLDBACK_EVENT_STOP 0x4113 +#define AL_FOLDBACK_MODE_MONO 0x4101 +#define AL_FOLDBACK_MODE_STEREO 0x4102 +typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei); +typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK); +typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback); +AL_API void AL_APIENTRY alRequestFoldbackStop(void); +#endif +#endif + +#ifndef ALC_EXT_DEDICATED +#define ALC_EXT_DEDICATED 1 +#define AL_DEDICATED_GAIN 0x0001 +#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001 +#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000 +#endif + +#ifndef AL_SOFT_buffer_samples +#define AL_SOFT_buffer_samples 1 +/* Channel configurations */ +#define AL_MONO_SOFT 0x1500 +#define AL_STEREO_SOFT 0x1501 +#define AL_REAR_SOFT 0x1502 +#define AL_QUAD_SOFT 0x1503 +#define AL_5POINT1_SOFT 0x1504 +#define AL_6POINT1_SOFT 0x1505 +#define AL_7POINT1_SOFT 0x1506 + +/* Sample types */ +#define AL_BYTE_SOFT 0x1400 +#define AL_UNSIGNED_BYTE_SOFT 0x1401 +#define AL_SHORT_SOFT 0x1402 +#define AL_UNSIGNED_SHORT_SOFT 0x1403 +#define AL_INT_SOFT 0x1404 +#define AL_UNSIGNED_INT_SOFT 0x1405 +#define AL_FLOAT_SOFT 0x1406 +#define AL_DOUBLE_SOFT 0x1407 +#define AL_BYTE3_SOFT 0x1408 +#define AL_UNSIGNED_BYTE3_SOFT 0x1409 + +/* Storage formats */ +#define AL_MONO8_SOFT 0x1100 +#define AL_MONO16_SOFT 0x1101 +#define AL_MONO32F_SOFT 0x10010 +#define AL_STEREO8_SOFT 0x1102 +#define AL_STEREO16_SOFT 0x1103 +#define AL_STEREO32F_SOFT 0x10011 +#define AL_QUAD8_SOFT 0x1204 +#define AL_QUAD16_SOFT 0x1205 +#define AL_QUAD32F_SOFT 0x1206 +#define AL_REAR8_SOFT 0x1207 +#define AL_REAR16_SOFT 0x1208 +#define AL_REAR32F_SOFT 0x1209 +#define AL_5POINT1_8_SOFT 0x120A +#define AL_5POINT1_16_SOFT 0x120B +#define AL_5POINT1_32F_SOFT 0x120C +#define AL_6POINT1_8_SOFT 0x120D +#define AL_6POINT1_16_SOFT 0x120E +#define AL_6POINT1_32F_SOFT 0x120F +#define AL_7POINT1_8_SOFT 0x1210 +#define AL_7POINT1_16_SOFT 0x1211 +#define AL_7POINT1_32F_SOFT 0x1212 + +/* Buffer attributes */ +#define AL_INTERNAL_FORMAT_SOFT 0x2008 +#define AL_BYTE_LENGTH_SOFT 0x2009 +#define AL_SAMPLE_LENGTH_SOFT 0x200A +#define AL_SEC_LENGTH_SOFT 0x200B + +typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*); +typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*); +typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*); +typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); +AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); +AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data); +AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format); +#endif +#endif + +#ifndef AL_SOFT_direct_channels +#define AL_SOFT_direct_channels 1 +#define AL_DIRECT_CHANNELS_SOFT 0x1033 +#endif + +#ifndef ALC_SOFT_loopback +#define ALC_SOFT_loopback 1 +#define ALC_FORMAT_CHANNELS_SOFT 0x1990 +#define ALC_FORMAT_TYPE_SOFT 0x1991 + +/* Sample types */ +#define ALC_BYTE_SOFT 0x1400 +#define ALC_UNSIGNED_BYTE_SOFT 0x1401 +#define ALC_SHORT_SOFT 0x1402 +#define ALC_UNSIGNED_SHORT_SOFT 0x1403 +#define ALC_INT_SOFT 0x1404 +#define ALC_UNSIGNED_INT_SOFT 0x1405 +#define ALC_FLOAT_SOFT 0x1406 + +/* Channel configurations */ +#define ALC_MONO_SOFT 0x1500 +#define ALC_STEREO_SOFT 0x1501 +#define ALC_QUAD_SOFT 0x1503 +#define ALC_5POINT1_SOFT 0x1504 +#define ALC_6POINT1_SOFT 0x1505 +#define ALC_7POINT1_SOFT 0x1506 + +typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*); +typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum); +typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName); +ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type); +ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); +#endif +#endif + +#ifndef AL_EXT_STEREO_ANGLES +#define AL_EXT_STEREO_ANGLES 1 +#define AL_STEREO_ANGLES 0x1030 +#endif + +#ifndef AL_EXT_SOURCE_RADIUS +#define AL_EXT_SOURCE_RADIUS 1 +#define AL_SOURCE_RADIUS 0x1031 +#endif + +#ifndef AL_SOFT_source_latency +#define AL_SOFT_source_latency 1 +#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200 +#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201 +typedef int64_t ALint64SOFT; +typedef uint64_t ALuint64SOFT; +typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble); +typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble); +typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*); +typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*); +typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT); +typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT); +typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*); +typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*); +#ifdef AL_ALEXT_PROTOTYPES +AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value); +AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3); +AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values); +AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value); +AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3); +AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values); +AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value); +AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3); +AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values); +AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value); +AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3); +AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values); +#endif +#endif + +#ifndef ALC_EXT_DEFAULT_FILTER_ORDER +#define ALC_EXT_DEFAULT_FILTER_ORDER 1 +#define ALC_DEFAULT_FILTER_ORDER 0x1100 +#endif + +#ifndef AL_SOFT_deferred_updates +#define AL_SOFT_deferred_updates 1 +#define AL_DEFERRED_UPDATES_SOFT 0xC002 +typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void); +typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void); +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void); +AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void); +#endif +#endif + +#ifndef AL_SOFT_block_alignment +#define AL_SOFT_block_alignment 1 +#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C +#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D +#endif + +#ifndef AL_SOFT_MSADPCM +#define AL_SOFT_MSADPCM 1 +#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302 +#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303 +#endif + +#ifndef AL_SOFT_source_length +#define AL_SOFT_source_length 1 +/*#define AL_BYTE_LENGTH_SOFT 0x2009*/ +/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/ +/*#define AL_SEC_LENGTH_SOFT 0x200B*/ +#endif + +#ifndef ALC_SOFT_pause_device +#define ALC_SOFT_pause_device 1 +typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device); +typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device); +ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device); +#endif +#endif + +#ifndef AL_EXT_BFORMAT +#define AL_EXT_BFORMAT 1 +#define AL_FORMAT_BFORMAT2D_8 0x20021 +#define AL_FORMAT_BFORMAT2D_16 0x20022 +#define AL_FORMAT_BFORMAT2D_FLOAT32 0x20023 +#define AL_FORMAT_BFORMAT3D_8 0x20031 +#define AL_FORMAT_BFORMAT3D_16 0x20032 +#define AL_FORMAT_BFORMAT3D_FLOAT32 0x20033 +#endif + +#ifndef AL_EXT_MULAW_BFORMAT +#define AL_EXT_MULAW_BFORMAT 1 +#define AL_FORMAT_BFORMAT2D_MULAW 0x10031 +#define AL_FORMAT_BFORMAT3D_MULAW 0x10032 +#endif + +#ifndef ALC_SOFT_HRTF +#define ALC_SOFT_HRTF 1 +#define ALC_HRTF_SOFT 0x1992 +#define ALC_DONT_CARE_SOFT 0x0002 +#define ALC_HRTF_STATUS_SOFT 0x1993 +#define ALC_HRTF_DISABLED_SOFT 0x0000 +#define ALC_HRTF_ENABLED_SOFT 0x0001 +#define ALC_HRTF_DENIED_SOFT 0x0002 +#define ALC_HRTF_REQUIRED_SOFT 0x0003 +#define ALC_HRTF_HEADPHONES_DETECTED_SOFT 0x0004 +#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT 0x0005 +#define ALC_NUM_HRTF_SPECIFIERS_SOFT 0x1994 +#define ALC_HRTF_SPECIFIER_SOFT 0x1995 +#define ALC_HRTF_ID_SOFT 0x1996 +typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index); +typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs); +#ifdef AL_ALEXT_PROTOTYPES +ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index); +ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs); +#endif +#endif + +#ifndef AL_SOFT_gain_clamp_ex +#define AL_SOFT_gain_clamp_ex 1 +#define AL_GAIN_LIMIT_SOFT 0x200E +#endif + +#ifndef AL_SOFT_source_resampler +#define AL_SOFT_source_resampler +#define AL_NUM_RESAMPLERS_SOFT 0x1210 +#define AL_DEFAULT_RESAMPLER_SOFT 0x1211 +#define AL_SOURCE_RESAMPLER_SOFT 0x1212 +#define AL_RESAMPLER_NAME_SOFT 0x1213 +typedef const ALchar* (AL_APIENTRY*LPALGETSTRINGISOFT)(ALenum pname, ALsizei index); +#ifdef AL_ALEXT_PROTOTYPES +AL_API const ALchar* AL_APIENTRY alGetStringiSOFT(ALenum pname, ALsizei index); +#endif +#endif + +#ifndef AL_SOFT_source_spatialize +#define AL_SOFT_source_spatialize +#define AL_SOURCE_SPATIALIZE_SOFT 0x1214 +#define AL_AUTO_SOFT 0x0002 +#endif + +#ifndef ALC_SOFT_output_limiter +#define ALC_SOFT_output_limiter +#define ALC_OUTPUT_LIMITER_SOFT 0x199A +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/release/include/AL/efx-creative.h b/release/include/AL/efx-creative.h new file mode 100644 index 00000000..0a04c982 --- /dev/null +++ b/release/include/AL/efx-creative.h @@ -0,0 +1,3 @@ +/* The tokens that would be defined here are already defined in efx.h. This + * empty file is here to provide compatibility with Windows-based projects + * that would include it. */ diff --git a/release/include/AL/efx-presets.h b/release/include/AL/efx-presets.h new file mode 100644 index 00000000..8539fd51 --- /dev/null +++ b/release/include/AL/efx-presets.h @@ -0,0 +1,402 @@ +/* Reverb presets for EFX */ + +#ifndef EFX_PRESETS_H +#define EFX_PRESETS_H + +#ifndef EFXEAXREVERBPROPERTIES_DEFINED +#define EFXEAXREVERBPROPERTIES_DEFINED +typedef struct { + float flDensity; + float flDiffusion; + float flGain; + float flGainHF; + float flGainLF; + float flDecayTime; + float flDecayHFRatio; + float flDecayLFRatio; + float flReflectionsGain; + float flReflectionsDelay; + float flReflectionsPan[3]; + float flLateReverbGain; + float flLateReverbDelay; + float flLateReverbPan[3]; + float flEchoTime; + float flEchoDepth; + float flModulationTime; + float flModulationDepth; + float flAirAbsorptionGainHF; + float flHFReference; + float flLFReference; + float flRoomRolloffFactor; + int iDecayHFLimit; +} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES; +#endif + +/* Default Presets */ + +#define EFX_REVERB_PRESET_GENERIC \ + { 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PADDEDCELL \ + { 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ROOM \ + { 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_BATHROOM \ + { 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_LIVINGROOM \ + { 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_STONEROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_AUDITORIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CONCERTHALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CAVE \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_ARENA \ + { 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_HANGAR \ + { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CARPETEDHALLWAY \ + { 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_HALLWAY \ + { 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_STONECORRIDOR \ + { 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ALLEY \ + { 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FOREST \ + { 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY \ + { 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_MOUNTAINS \ + { 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_QUARRY \ + { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PLAIN \ + { 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PARKINGLOT \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SEWERPIPE \ + { 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_UNDERWATER \ + { 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRUGGED \ + { 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DIZZY \ + { 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PSYCHOTIC \ + { 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Castle Presets */ + +#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \ + { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \ + { 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \ + { 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \ + { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \ + { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_HALL \ + { 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \ + { 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CASTLE_COURTYARD \ + { 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CASTLE_ALCOVE \ + { 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } + +/* Factory Presets */ + +#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \ + { 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \ + { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \ + { 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \ + { 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \ + { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_HALL \ + { 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \ + { 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_COURTYARD \ + { 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_FACTORY_ALCOVE \ + { 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } + +/* Ice Palace Presets */ + +#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \ + { 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \ + { 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \ + { 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \ + { 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_HALL \ + { 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \ + { 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \ + { 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } + +/* Space Station Presets */ + +#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \ + { 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \ + { 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \ + { 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \ + { 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \ + { 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_HALL \ + { 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \ + { 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \ + { 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } + +/* Wooden Galleon Presets */ + +#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \ + { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_HALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \ + { 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_COURTYARD \ + { 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_WOODEN_ALCOVE \ + { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } + +/* Sports Presets */ + +#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \ + { 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \ + { 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \ + { 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \ + { 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \ + { 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \ + { 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +/* Prefab Presets */ + +#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \ + { 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \ + { 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \ + { 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \ + { 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PREFAB_CARAVAN \ + { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Dome and Pipe Presets */ + +#define EFX_REVERB_PRESET_DOME_TOMB \ + { 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PIPE_SMALL \ + { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DOME_SAINTPAULS \ + { 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PIPE_LONGTHIN \ + { 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_PIPE_LARGE \ + { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_PIPE_RESONANT \ + { 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } + +/* Outdoors Presets */ + +#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \ + { 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \ + { 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \ + { 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_CREEK \ + { 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \ + { 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +/* Mood Presets */ + +#define EFX_REVERB_PRESET_MOOD_HEAVEN \ + { 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_MOOD_HELL \ + { 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_MOOD_MEMORY \ + { 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +/* Driving Presets */ + +#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \ + { 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \ + { 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \ + { 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \ + { 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \ + { 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \ + { 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \ + { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_DRIVING_TUNNEL \ + { 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 } + +/* City Presets */ + +#define EFX_REVERB_PRESET_CITY_STREETS \ + { 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_SUBWAY \ + { 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_MUSEUM \ + { 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CITY_LIBRARY \ + { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } + +#define EFX_REVERB_PRESET_CITY_UNDERPASS \ + { 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CITY_ABANDONED \ + { 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +/* Misc. Presets */ + +#define EFX_REVERB_PRESET_DUSTYROOM \ + { 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_CHAPEL \ + { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } + +#define EFX_REVERB_PRESET_SMALLWATERROOM \ + { 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } + +#endif /* EFX_PRESETS_H */ diff --git a/release/include/AL/efx.h b/release/include/AL/efx.h new file mode 100644 index 00000000..57766983 --- /dev/null +++ b/release/include/AL/efx.h @@ -0,0 +1,761 @@ +#ifndef AL_EFX_H +#define AL_EFX_H + + +#include "alc.h" +#include "al.h" + +#ifdef __cplusplus +extern "C" { +#endif + +#define ALC_EXT_EFX_NAME "ALC_EXT_EFX" + +#define ALC_EFX_MAJOR_VERSION 0x20001 +#define ALC_EFX_MINOR_VERSION 0x20002 +#define ALC_MAX_AUXILIARY_SENDS 0x20003 + + +/* Listener properties. */ +#define AL_METERS_PER_UNIT 0x20004 + +/* Source properties. */ +#define AL_DIRECT_FILTER 0x20005 +#define AL_AUXILIARY_SEND_FILTER 0x20006 +#define AL_AIR_ABSORPTION_FACTOR 0x20007 +#define AL_ROOM_ROLLOFF_FACTOR 0x20008 +#define AL_CONE_OUTER_GAINHF 0x20009 +#define AL_DIRECT_FILTER_GAINHF_AUTO 0x2000A +#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO 0x2000B +#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO 0x2000C + + +/* Effect properties. */ + +/* Reverb effect parameters */ +#define AL_REVERB_DENSITY 0x0001 +#define AL_REVERB_DIFFUSION 0x0002 +#define AL_REVERB_GAIN 0x0003 +#define AL_REVERB_GAINHF 0x0004 +#define AL_REVERB_DECAY_TIME 0x0005 +#define AL_REVERB_DECAY_HFRATIO 0x0006 +#define AL_REVERB_REFLECTIONS_GAIN 0x0007 +#define AL_REVERB_REFLECTIONS_DELAY 0x0008 +#define AL_REVERB_LATE_REVERB_GAIN 0x0009 +#define AL_REVERB_LATE_REVERB_DELAY 0x000A +#define AL_REVERB_AIR_ABSORPTION_GAINHF 0x000B +#define AL_REVERB_ROOM_ROLLOFF_FACTOR 0x000C +#define AL_REVERB_DECAY_HFLIMIT 0x000D + +/* EAX Reverb effect parameters */ +#define AL_EAXREVERB_DENSITY 0x0001 +#define AL_EAXREVERB_DIFFUSION 0x0002 +#define AL_EAXREVERB_GAIN 0x0003 +#define AL_EAXREVERB_GAINHF 0x0004 +#define AL_EAXREVERB_GAINLF 0x0005 +#define AL_EAXREVERB_DECAY_TIME 0x0006 +#define AL_EAXREVERB_DECAY_HFRATIO 0x0007 +#define AL_EAXREVERB_DECAY_LFRATIO 0x0008 +#define AL_EAXREVERB_REFLECTIONS_GAIN 0x0009 +#define AL_EAXREVERB_REFLECTIONS_DELAY 0x000A +#define AL_EAXREVERB_REFLECTIONS_PAN 0x000B +#define AL_EAXREVERB_LATE_REVERB_GAIN 0x000C +#define AL_EAXREVERB_LATE_REVERB_DELAY 0x000D +#define AL_EAXREVERB_LATE_REVERB_PAN 0x000E +#define AL_EAXREVERB_ECHO_TIME 0x000F +#define AL_EAXREVERB_ECHO_DEPTH 0x0010 +#define AL_EAXREVERB_MODULATION_TIME 0x0011 +#define AL_EAXREVERB_MODULATION_DEPTH 0x0012 +#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF 0x0013 +#define AL_EAXREVERB_HFREFERENCE 0x0014 +#define AL_EAXREVERB_LFREFERENCE 0x0015 +#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR 0x0016 +#define AL_EAXREVERB_DECAY_HFLIMIT 0x0017 + +/* Chorus effect parameters */ +#define AL_CHORUS_WAVEFORM 0x0001 +#define AL_CHORUS_PHASE 0x0002 +#define AL_CHORUS_RATE 0x0003 +#define AL_CHORUS_DEPTH 0x0004 +#define AL_CHORUS_FEEDBACK 0x0005 +#define AL_CHORUS_DELAY 0x0006 + +/* Distortion effect parameters */ +#define AL_DISTORTION_EDGE 0x0001 +#define AL_DISTORTION_GAIN 0x0002 +#define AL_DISTORTION_LOWPASS_CUTOFF 0x0003 +#define AL_DISTORTION_EQCENTER 0x0004 +#define AL_DISTORTION_EQBANDWIDTH 0x0005 + +/* Echo effect parameters */ +#define AL_ECHO_DELAY 0x0001 +#define AL_ECHO_LRDELAY 0x0002 +#define AL_ECHO_DAMPING 0x0003 +#define AL_ECHO_FEEDBACK 0x0004 +#define AL_ECHO_SPREAD 0x0005 + +/* Flanger effect parameters */ +#define AL_FLANGER_WAVEFORM 0x0001 +#define AL_FLANGER_PHASE 0x0002 +#define AL_FLANGER_RATE 0x0003 +#define AL_FLANGER_DEPTH 0x0004 +#define AL_FLANGER_FEEDBACK 0x0005 +#define AL_FLANGER_DELAY 0x0006 + +/* Frequency shifter effect parameters */ +#define AL_FREQUENCY_SHIFTER_FREQUENCY 0x0001 +#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION 0x0002 +#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION 0x0003 + +/* Vocal morpher effect parameters */ +#define AL_VOCAL_MORPHER_PHONEMEA 0x0001 +#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING 0x0002 +#define AL_VOCAL_MORPHER_PHONEMEB 0x0003 +#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING 0x0004 +#define AL_VOCAL_MORPHER_WAVEFORM 0x0005 +#define AL_VOCAL_MORPHER_RATE 0x0006 + +/* Pitchshifter effect parameters */ +#define AL_PITCH_SHIFTER_COARSE_TUNE 0x0001 +#define AL_PITCH_SHIFTER_FINE_TUNE 0x0002 + +/* Ringmodulator effect parameters */ +#define AL_RING_MODULATOR_FREQUENCY 0x0001 +#define AL_RING_MODULATOR_HIGHPASS_CUTOFF 0x0002 +#define AL_RING_MODULATOR_WAVEFORM 0x0003 + +/* Autowah effect parameters */ +#define AL_AUTOWAH_ATTACK_TIME 0x0001 +#define AL_AUTOWAH_RELEASE_TIME 0x0002 +#define AL_AUTOWAH_RESONANCE 0x0003 +#define AL_AUTOWAH_PEAK_GAIN 0x0004 + +/* Compressor effect parameters */ +#define AL_COMPRESSOR_ONOFF 0x0001 + +/* Equalizer effect parameters */ +#define AL_EQUALIZER_LOW_GAIN 0x0001 +#define AL_EQUALIZER_LOW_CUTOFF 0x0002 +#define AL_EQUALIZER_MID1_GAIN 0x0003 +#define AL_EQUALIZER_MID1_CENTER 0x0004 +#define AL_EQUALIZER_MID1_WIDTH 0x0005 +#define AL_EQUALIZER_MID2_GAIN 0x0006 +#define AL_EQUALIZER_MID2_CENTER 0x0007 +#define AL_EQUALIZER_MID2_WIDTH 0x0008 +#define AL_EQUALIZER_HIGH_GAIN 0x0009 +#define AL_EQUALIZER_HIGH_CUTOFF 0x000A + +/* Effect type */ +#define AL_EFFECT_FIRST_PARAMETER 0x0000 +#define AL_EFFECT_LAST_PARAMETER 0x8000 +#define AL_EFFECT_TYPE 0x8001 + +/* Effect types, used with the AL_EFFECT_TYPE property */ +#define AL_EFFECT_NULL 0x0000 +#define AL_EFFECT_REVERB 0x0001 +#define AL_EFFECT_CHORUS 0x0002 +#define AL_EFFECT_DISTORTION 0x0003 +#define AL_EFFECT_ECHO 0x0004 +#define AL_EFFECT_FLANGER 0x0005 +#define AL_EFFECT_FREQUENCY_SHIFTER 0x0006 +#define AL_EFFECT_VOCAL_MORPHER 0x0007 +#define AL_EFFECT_PITCH_SHIFTER 0x0008 +#define AL_EFFECT_RING_MODULATOR 0x0009 +#define AL_EFFECT_AUTOWAH 0x000A +#define AL_EFFECT_COMPRESSOR 0x000B +#define AL_EFFECT_EQUALIZER 0x000C +#define AL_EFFECT_EAXREVERB 0x8000 + +/* Auxiliary Effect Slot properties. */ +#define AL_EFFECTSLOT_EFFECT 0x0001 +#define AL_EFFECTSLOT_GAIN 0x0002 +#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003 + +/* NULL Auxiliary Slot ID to disable a source send. */ +#define AL_EFFECTSLOT_NULL 0x0000 + + +/* Filter properties. */ + +/* Lowpass filter parameters */ +#define AL_LOWPASS_GAIN 0x0001 +#define AL_LOWPASS_GAINHF 0x0002 + +/* Highpass filter parameters */ +#define AL_HIGHPASS_GAIN 0x0001 +#define AL_HIGHPASS_GAINLF 0x0002 + +/* Bandpass filter parameters */ +#define AL_BANDPASS_GAIN 0x0001 +#define AL_BANDPASS_GAINLF 0x0002 +#define AL_BANDPASS_GAINHF 0x0003 + +/* Filter type */ +#define AL_FILTER_FIRST_PARAMETER 0x0000 +#define AL_FILTER_LAST_PARAMETER 0x8000 +#define AL_FILTER_TYPE 0x8001 + +/* Filter types, used with the AL_FILTER_TYPE property */ +#define AL_FILTER_NULL 0x0000 +#define AL_FILTER_LOWPASS 0x0001 +#define AL_FILTER_HIGHPASS 0x0002 +#define AL_FILTER_BANDPASS 0x0003 + + +/* Effect object function types. */ +typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint); +typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*); + +/* Filter object function types. */ +typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint); +typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*); + +/* Auxiliary Effect Slot object function types. */ +typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*); +typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*); +typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat); +typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*); +typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*); + +#ifdef AL_ALEXT_PROTOTYPES +AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects); +AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects); +AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect); +AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues); + +AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters); +AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters); +AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter); +AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues); + +AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots); +AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots); +AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue); +AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue); +AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues); +#endif + +/* Filter ranges and defaults. */ + +/* Lowpass filter */ +#define AL_LOWPASS_MIN_GAIN (0.0f) +#define AL_LOWPASS_MAX_GAIN (1.0f) +#define AL_LOWPASS_DEFAULT_GAIN (1.0f) + +#define AL_LOWPASS_MIN_GAINHF (0.0f) +#define AL_LOWPASS_MAX_GAINHF (1.0f) +#define AL_LOWPASS_DEFAULT_GAINHF (1.0f) + +/* Highpass filter */ +#define AL_HIGHPASS_MIN_GAIN (0.0f) +#define AL_HIGHPASS_MAX_GAIN (1.0f) +#define AL_HIGHPASS_DEFAULT_GAIN (1.0f) + +#define AL_HIGHPASS_MIN_GAINLF (0.0f) +#define AL_HIGHPASS_MAX_GAINLF (1.0f) +#define AL_HIGHPASS_DEFAULT_GAINLF (1.0f) + +/* Bandpass filter */ +#define AL_BANDPASS_MIN_GAIN (0.0f) +#define AL_BANDPASS_MAX_GAIN (1.0f) +#define AL_BANDPASS_DEFAULT_GAIN (1.0f) + +#define AL_BANDPASS_MIN_GAINHF (0.0f) +#define AL_BANDPASS_MAX_GAINHF (1.0f) +#define AL_BANDPASS_DEFAULT_GAINHF (1.0f) + +#define AL_BANDPASS_MIN_GAINLF (0.0f) +#define AL_BANDPASS_MAX_GAINLF (1.0f) +#define AL_BANDPASS_DEFAULT_GAINLF (1.0f) + + +/* Effect parameter ranges and defaults. */ + +/* Standard reverb effect */ +#define AL_REVERB_MIN_DENSITY (0.0f) +#define AL_REVERB_MAX_DENSITY (1.0f) +#define AL_REVERB_DEFAULT_DENSITY (1.0f) + +#define AL_REVERB_MIN_DIFFUSION (0.0f) +#define AL_REVERB_MAX_DIFFUSION (1.0f) +#define AL_REVERB_DEFAULT_DIFFUSION (1.0f) + +#define AL_REVERB_MIN_GAIN (0.0f) +#define AL_REVERB_MAX_GAIN (1.0f) +#define AL_REVERB_DEFAULT_GAIN (0.32f) + +#define AL_REVERB_MIN_GAINHF (0.0f) +#define AL_REVERB_MAX_GAINHF (1.0f) +#define AL_REVERB_DEFAULT_GAINHF (0.89f) + +#define AL_REVERB_MIN_DECAY_TIME (0.1f) +#define AL_REVERB_MAX_DECAY_TIME (20.0f) +#define AL_REVERB_DEFAULT_DECAY_TIME (1.49f) + +#define AL_REVERB_MIN_DECAY_HFRATIO (0.1f) +#define AL_REVERB_MAX_DECAY_HFRATIO (2.0f) +#define AL_REVERB_DEFAULT_DECAY_HFRATIO (0.83f) + +#define AL_REVERB_MIN_REFLECTIONS_GAIN (0.0f) +#define AL_REVERB_MAX_REFLECTIONS_GAIN (3.16f) +#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) + +#define AL_REVERB_MIN_REFLECTIONS_DELAY (0.0f) +#define AL_REVERB_MAX_REFLECTIONS_DELAY (0.3f) +#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) + +#define AL_REVERB_MIN_LATE_REVERB_GAIN (0.0f) +#define AL_REVERB_MAX_LATE_REVERB_GAIN (10.0f) +#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) + +#define AL_REVERB_MIN_LATE_REVERB_DELAY (0.0f) +#define AL_REVERB_MAX_LATE_REVERB_DELAY (0.1f) +#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) + +#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) +#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) +#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) + +#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_REVERB_MIN_DECAY_HFLIMIT AL_FALSE +#define AL_REVERB_MAX_DECAY_HFLIMIT AL_TRUE +#define AL_REVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE + +/* EAX reverb effect */ +#define AL_EAXREVERB_MIN_DENSITY (0.0f) +#define AL_EAXREVERB_MAX_DENSITY (1.0f) +#define AL_EAXREVERB_DEFAULT_DENSITY (1.0f) + +#define AL_EAXREVERB_MIN_DIFFUSION (0.0f) +#define AL_EAXREVERB_MAX_DIFFUSION (1.0f) +#define AL_EAXREVERB_DEFAULT_DIFFUSION (1.0f) + +#define AL_EAXREVERB_MIN_GAIN (0.0f) +#define AL_EAXREVERB_MAX_GAIN (1.0f) +#define AL_EAXREVERB_DEFAULT_GAIN (0.32f) + +#define AL_EAXREVERB_MIN_GAINHF (0.0f) +#define AL_EAXREVERB_MAX_GAINHF (1.0f) +#define AL_EAXREVERB_DEFAULT_GAINHF (0.89f) + +#define AL_EAXREVERB_MIN_GAINLF (0.0f) +#define AL_EAXREVERB_MAX_GAINLF (1.0f) +#define AL_EAXREVERB_DEFAULT_GAINLF (1.0f) + +#define AL_EAXREVERB_MIN_DECAY_TIME (0.1f) +#define AL_EAXREVERB_MAX_DECAY_TIME (20.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_TIME (1.49f) + +#define AL_EAXREVERB_MIN_DECAY_HFRATIO (0.1f) +#define AL_EAXREVERB_MAX_DECAY_HFRATIO (2.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO (0.83f) + +#define AL_EAXREVERB_MIN_DECAY_LFRATIO (0.1f) +#define AL_EAXREVERB_MAX_DECAY_LFRATIO (2.0f) +#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO (1.0f) + +#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN (0.0f) +#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN (3.16f) +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) + +#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY (0.0f) +#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY (0.3f) +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) + +#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f) + +#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN (0.0f) +#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN (10.0f) +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) + +#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY (0.0f) +#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY (0.1f) +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) + +#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f) + +#define AL_EAXREVERB_MIN_ECHO_TIME (0.075f) +#define AL_EAXREVERB_MAX_ECHO_TIME (0.25f) +#define AL_EAXREVERB_DEFAULT_ECHO_TIME (0.25f) + +#define AL_EAXREVERB_MIN_ECHO_DEPTH (0.0f) +#define AL_EAXREVERB_MAX_ECHO_DEPTH (1.0f) +#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH (0.0f) + +#define AL_EAXREVERB_MIN_MODULATION_TIME (0.04f) +#define AL_EAXREVERB_MAX_MODULATION_TIME (4.0f) +#define AL_EAXREVERB_DEFAULT_MODULATION_TIME (0.25f) + +#define AL_EAXREVERB_MIN_MODULATION_DEPTH (0.0f) +#define AL_EAXREVERB_MAX_MODULATION_DEPTH (1.0f) +#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH (0.0f) + +#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) +#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) +#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) + +#define AL_EAXREVERB_MIN_HFREFERENCE (1000.0f) +#define AL_EAXREVERB_MAX_HFREFERENCE (20000.0f) +#define AL_EAXREVERB_DEFAULT_HFREFERENCE (5000.0f) + +#define AL_EAXREVERB_MIN_LFREFERENCE (20.0f) +#define AL_EAXREVERB_MAX_LFREFERENCE (1000.0f) +#define AL_EAXREVERB_DEFAULT_LFREFERENCE (250.0f) + +#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_EAXREVERB_MIN_DECAY_HFLIMIT AL_FALSE +#define AL_EAXREVERB_MAX_DECAY_HFLIMIT AL_TRUE +#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE + +/* Chorus effect */ +#define AL_CHORUS_WAVEFORM_SINUSOID (0) +#define AL_CHORUS_WAVEFORM_TRIANGLE (1) + +#define AL_CHORUS_MIN_WAVEFORM (0) +#define AL_CHORUS_MAX_WAVEFORM (1) +#define AL_CHORUS_DEFAULT_WAVEFORM (1) + +#define AL_CHORUS_MIN_PHASE (-180) +#define AL_CHORUS_MAX_PHASE (180) +#define AL_CHORUS_DEFAULT_PHASE (90) + +#define AL_CHORUS_MIN_RATE (0.0f) +#define AL_CHORUS_MAX_RATE (10.0f) +#define AL_CHORUS_DEFAULT_RATE (1.1f) + +#define AL_CHORUS_MIN_DEPTH (0.0f) +#define AL_CHORUS_MAX_DEPTH (1.0f) +#define AL_CHORUS_DEFAULT_DEPTH (0.1f) + +#define AL_CHORUS_MIN_FEEDBACK (-1.0f) +#define AL_CHORUS_MAX_FEEDBACK (1.0f) +#define AL_CHORUS_DEFAULT_FEEDBACK (0.25f) + +#define AL_CHORUS_MIN_DELAY (0.0f) +#define AL_CHORUS_MAX_DELAY (0.016f) +#define AL_CHORUS_DEFAULT_DELAY (0.016f) + +/* Distortion effect */ +#define AL_DISTORTION_MIN_EDGE (0.0f) +#define AL_DISTORTION_MAX_EDGE (1.0f) +#define AL_DISTORTION_DEFAULT_EDGE (0.2f) + +#define AL_DISTORTION_MIN_GAIN (0.01f) +#define AL_DISTORTION_MAX_GAIN (1.0f) +#define AL_DISTORTION_DEFAULT_GAIN (0.05f) + +#define AL_DISTORTION_MIN_LOWPASS_CUTOFF (80.0f) +#define AL_DISTORTION_MAX_LOWPASS_CUTOFF (24000.0f) +#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF (8000.0f) + +#define AL_DISTORTION_MIN_EQCENTER (80.0f) +#define AL_DISTORTION_MAX_EQCENTER (24000.0f) +#define AL_DISTORTION_DEFAULT_EQCENTER (3600.0f) + +#define AL_DISTORTION_MIN_EQBANDWIDTH (80.0f) +#define AL_DISTORTION_MAX_EQBANDWIDTH (24000.0f) +#define AL_DISTORTION_DEFAULT_EQBANDWIDTH (3600.0f) + +/* Echo effect */ +#define AL_ECHO_MIN_DELAY (0.0f) +#define AL_ECHO_MAX_DELAY (0.207f) +#define AL_ECHO_DEFAULT_DELAY (0.1f) + +#define AL_ECHO_MIN_LRDELAY (0.0f) +#define AL_ECHO_MAX_LRDELAY (0.404f) +#define AL_ECHO_DEFAULT_LRDELAY (0.1f) + +#define AL_ECHO_MIN_DAMPING (0.0f) +#define AL_ECHO_MAX_DAMPING (0.99f) +#define AL_ECHO_DEFAULT_DAMPING (0.5f) + +#define AL_ECHO_MIN_FEEDBACK (0.0f) +#define AL_ECHO_MAX_FEEDBACK (1.0f) +#define AL_ECHO_DEFAULT_FEEDBACK (0.5f) + +#define AL_ECHO_MIN_SPREAD (-1.0f) +#define AL_ECHO_MAX_SPREAD (1.0f) +#define AL_ECHO_DEFAULT_SPREAD (-1.0f) + +/* Flanger effect */ +#define AL_FLANGER_WAVEFORM_SINUSOID (0) +#define AL_FLANGER_WAVEFORM_TRIANGLE (1) + +#define AL_FLANGER_MIN_WAVEFORM (0) +#define AL_FLANGER_MAX_WAVEFORM (1) +#define AL_FLANGER_DEFAULT_WAVEFORM (1) + +#define AL_FLANGER_MIN_PHASE (-180) +#define AL_FLANGER_MAX_PHASE (180) +#define AL_FLANGER_DEFAULT_PHASE (0) + +#define AL_FLANGER_MIN_RATE (0.0f) +#define AL_FLANGER_MAX_RATE (10.0f) +#define AL_FLANGER_DEFAULT_RATE (0.27f) + +#define AL_FLANGER_MIN_DEPTH (0.0f) +#define AL_FLANGER_MAX_DEPTH (1.0f) +#define AL_FLANGER_DEFAULT_DEPTH (1.0f) + +#define AL_FLANGER_MIN_FEEDBACK (-1.0f) +#define AL_FLANGER_MAX_FEEDBACK (1.0f) +#define AL_FLANGER_DEFAULT_FEEDBACK (-0.5f) + +#define AL_FLANGER_MIN_DELAY (0.0f) +#define AL_FLANGER_MAX_DELAY (0.004f) +#define AL_FLANGER_DEFAULT_DELAY (0.002f) + +/* Frequency shifter effect */ +#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY (0.0f) +#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY (24000.0f) +#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY (0.0f) + +#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION (0) +#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION (2) +#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0) + +#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN (0) +#define AL_FREQUENCY_SHIFTER_DIRECTION_UP (1) +#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF (2) + +#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0) +#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2) +#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0) + +/* Vocal morpher effect */ +#define AL_VOCAL_MORPHER_MIN_PHONEMEA (0) +#define AL_VOCAL_MORPHER_MAX_PHONEMEA (29) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA (0) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24) +#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEB (0) +#define AL_VOCAL_MORPHER_MAX_PHONEMEB (29) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB (10) + +#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24) +#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24) +#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0) + +#define AL_VOCAL_MORPHER_PHONEME_A (0) +#define AL_VOCAL_MORPHER_PHONEME_E (1) +#define AL_VOCAL_MORPHER_PHONEME_I (2) +#define AL_VOCAL_MORPHER_PHONEME_O (3) +#define AL_VOCAL_MORPHER_PHONEME_U (4) +#define AL_VOCAL_MORPHER_PHONEME_AA (5) +#define AL_VOCAL_MORPHER_PHONEME_AE (6) +#define AL_VOCAL_MORPHER_PHONEME_AH (7) +#define AL_VOCAL_MORPHER_PHONEME_AO (8) +#define AL_VOCAL_MORPHER_PHONEME_EH (9) +#define AL_VOCAL_MORPHER_PHONEME_ER (10) +#define AL_VOCAL_MORPHER_PHONEME_IH (11) +#define AL_VOCAL_MORPHER_PHONEME_IY (12) +#define AL_VOCAL_MORPHER_PHONEME_UH (13) +#define AL_VOCAL_MORPHER_PHONEME_UW (14) +#define AL_VOCAL_MORPHER_PHONEME_B (15) +#define AL_VOCAL_MORPHER_PHONEME_D (16) +#define AL_VOCAL_MORPHER_PHONEME_F (17) +#define AL_VOCAL_MORPHER_PHONEME_G (18) +#define AL_VOCAL_MORPHER_PHONEME_J (19) +#define AL_VOCAL_MORPHER_PHONEME_K (20) +#define AL_VOCAL_MORPHER_PHONEME_L (21) +#define AL_VOCAL_MORPHER_PHONEME_M (22) +#define AL_VOCAL_MORPHER_PHONEME_N (23) +#define AL_VOCAL_MORPHER_PHONEME_P (24) +#define AL_VOCAL_MORPHER_PHONEME_R (25) +#define AL_VOCAL_MORPHER_PHONEME_S (26) +#define AL_VOCAL_MORPHER_PHONEME_T (27) +#define AL_VOCAL_MORPHER_PHONEME_V (28) +#define AL_VOCAL_MORPHER_PHONEME_Z (29) + +#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID (0) +#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE (1) +#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH (2) + +#define AL_VOCAL_MORPHER_MIN_WAVEFORM (0) +#define AL_VOCAL_MORPHER_MAX_WAVEFORM (2) +#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM (0) + +#define AL_VOCAL_MORPHER_MIN_RATE (0.0f) +#define AL_VOCAL_MORPHER_MAX_RATE (10.0f) +#define AL_VOCAL_MORPHER_DEFAULT_RATE (1.41f) + +/* Pitch shifter effect */ +#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE (-12) +#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE (12) +#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE (12) + +#define AL_PITCH_SHIFTER_MIN_FINE_TUNE (-50) +#define AL_PITCH_SHIFTER_MAX_FINE_TUNE (50) +#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE (0) + +/* Ring modulator effect */ +#define AL_RING_MODULATOR_MIN_FREQUENCY (0.0f) +#define AL_RING_MODULATOR_MAX_FREQUENCY (8000.0f) +#define AL_RING_MODULATOR_DEFAULT_FREQUENCY (440.0f) + +#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF (0.0f) +#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF (24000.0f) +#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f) + +#define AL_RING_MODULATOR_SINUSOID (0) +#define AL_RING_MODULATOR_SAWTOOTH (1) +#define AL_RING_MODULATOR_SQUARE (2) + +#define AL_RING_MODULATOR_MIN_WAVEFORM (0) +#define AL_RING_MODULATOR_MAX_WAVEFORM (2) +#define AL_RING_MODULATOR_DEFAULT_WAVEFORM (0) + +/* Autowah effect */ +#define AL_AUTOWAH_MIN_ATTACK_TIME (0.0001f) +#define AL_AUTOWAH_MAX_ATTACK_TIME (1.0f) +#define AL_AUTOWAH_DEFAULT_ATTACK_TIME (0.06f) + +#define AL_AUTOWAH_MIN_RELEASE_TIME (0.0001f) +#define AL_AUTOWAH_MAX_RELEASE_TIME (1.0f) +#define AL_AUTOWAH_DEFAULT_RELEASE_TIME (0.06f) + +#define AL_AUTOWAH_MIN_RESONANCE (2.0f) +#define AL_AUTOWAH_MAX_RESONANCE (1000.0f) +#define AL_AUTOWAH_DEFAULT_RESONANCE (1000.0f) + +#define AL_AUTOWAH_MIN_PEAK_GAIN (0.00003f) +#define AL_AUTOWAH_MAX_PEAK_GAIN (31621.0f) +#define AL_AUTOWAH_DEFAULT_PEAK_GAIN (11.22f) + +/* Compressor effect */ +#define AL_COMPRESSOR_MIN_ONOFF (0) +#define AL_COMPRESSOR_MAX_ONOFF (1) +#define AL_COMPRESSOR_DEFAULT_ONOFF (1) + +/* Equalizer effect */ +#define AL_EQUALIZER_MIN_LOW_GAIN (0.126f) +#define AL_EQUALIZER_MAX_LOW_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_LOW_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_LOW_CUTOFF (50.0f) +#define AL_EQUALIZER_MAX_LOW_CUTOFF (800.0f) +#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF (200.0f) + +#define AL_EQUALIZER_MIN_MID1_GAIN (0.126f) +#define AL_EQUALIZER_MAX_MID1_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_MID1_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_MID1_CENTER (200.0f) +#define AL_EQUALIZER_MAX_MID1_CENTER (3000.0f) +#define AL_EQUALIZER_DEFAULT_MID1_CENTER (500.0f) + +#define AL_EQUALIZER_MIN_MID1_WIDTH (0.01f) +#define AL_EQUALIZER_MAX_MID1_WIDTH (1.0f) +#define AL_EQUALIZER_DEFAULT_MID1_WIDTH (1.0f) + +#define AL_EQUALIZER_MIN_MID2_GAIN (0.126f) +#define AL_EQUALIZER_MAX_MID2_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_MID2_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_MID2_CENTER (1000.0f) +#define AL_EQUALIZER_MAX_MID2_CENTER (8000.0f) +#define AL_EQUALIZER_DEFAULT_MID2_CENTER (3000.0f) + +#define AL_EQUALIZER_MIN_MID2_WIDTH (0.01f) +#define AL_EQUALIZER_MAX_MID2_WIDTH (1.0f) +#define AL_EQUALIZER_DEFAULT_MID2_WIDTH (1.0f) + +#define AL_EQUALIZER_MIN_HIGH_GAIN (0.126f) +#define AL_EQUALIZER_MAX_HIGH_GAIN (7.943f) +#define AL_EQUALIZER_DEFAULT_HIGH_GAIN (1.0f) + +#define AL_EQUALIZER_MIN_HIGH_CUTOFF (4000.0f) +#define AL_EQUALIZER_MAX_HIGH_CUTOFF (16000.0f) +#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF (6000.0f) + + +/* Source parameter value ranges and defaults. */ +#define AL_MIN_AIR_ABSORPTION_FACTOR (0.0f) +#define AL_MAX_AIR_ABSORPTION_FACTOR (10.0f) +#define AL_DEFAULT_AIR_ABSORPTION_FACTOR (0.0f) + +#define AL_MIN_ROOM_ROLLOFF_FACTOR (0.0f) +#define AL_MAX_ROOM_ROLLOFF_FACTOR (10.0f) +#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) + +#define AL_MIN_CONE_OUTER_GAINHF (0.0f) +#define AL_MAX_CONE_OUTER_GAINHF (1.0f) +#define AL_DEFAULT_CONE_OUTER_GAINHF (1.0f) + +#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO AL_FALSE +#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO AL_TRUE +#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO AL_TRUE + +#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_FALSE +#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE +#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE + +#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE +#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE +#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE + + +/* Listener parameter value ranges and defaults. */ +#define AL_MIN_METERS_PER_UNIT FLT_MIN +#define AL_MAX_METERS_PER_UNIT FLT_MAX +#define AL_DEFAULT_METERS_PER_UNIT (1.0f) + + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* AL_EFX_H */ diff --git a/release/win32/msvc/raylib.h b/release/include/raylib.h index 3d09eff0..dc02370d 100644 --- a/release/win32/msvc/raylib.h +++ b/release/include/raylib.h @@ -1,42 +1,47 @@ -/********************************************************************************************** +/********************************************************************************************** * -* raylib v1.8.0 +* raylib v1.9-dev * * A simple and easy-to-use library to learn videogames programming (www.raylib.com) * * FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* - Written in plain C code (C99) in PascalCase/camelCase notation +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal +* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF) +* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) +* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! +* - Flexible Materials system, supporting classic maps and PBR maps +* - Shaders support, including Model shaders and Postprocessing shaders +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD) +* - Multiple platforms support: Windows, Linux, FreeBSD, MacOS, UWP, Android, Raspberry Pi, HTML5. +* - VR stereo rendering with configurable HMD device parameters +* - NO external dependencies, all required libraries included with raylib +* - Complete bindings to LUA (raylib-lua) and Go (raylib-go) * * NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) * One custom font is loaded by default when InitWindow() [core] * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] +* DEPENDENCIES (included): +* rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core] +* glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] +* mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio] * -* OPTIONAL DEPENDENCIES: -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] +* OPTIONAL DEPENDENCIES (included): +* stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures] +* stb_image_resize (Sean Barret) for image resizing algorythms [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] +* stb_vorbis (Sean Barret) for OGG audio loading [audio] +* stb_perlin (Sean Barret) for Perlin noise image generation [textures] +* par_shapes (Philip Rideout) for parametric 3d shapes generation [models] * 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] +* rgif (Charlie Tangora, Ramon Santamaria) for GIF recording [core] * tinfl for data decompression (DEFLATE algorithm) [rres] * * @@ -45,7 +50,7 @@ * 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) 2013-2017 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2018 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. @@ -67,21 +72,10 @@ #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) - -// 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 +#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) +#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #else #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif @@ -171,13 +165,11 @@ #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 +// Android Physical Buttons +#define KEY_BACK 4 +#define KEY_MENU 82 +#define KEY_VOLUME_UP 24 +#define KEY_VOLUME_DOWN 25 // Mouse Buttons #define MOUSE_LEFT_BUTTON 0 @@ -291,12 +283,16 @@ #define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) +// Shader and material limits +#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct +#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct + //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form + #ifndef bool typedef enum { false, true } bool; #endif #endif @@ -345,7 +341,7 @@ typedef struct Image { int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) + int format; // Data format (PixelFormat type) } Image; // Texture2D type @@ -355,7 +351,7 @@ typedef struct Texture2D { int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) + int format; // Data format (PixelFormat type) } Texture2D; // RenderTexture2D type, for texture rendering @@ -400,63 +396,46 @@ typedef struct Camera2D { // Bounding box type typedef struct BoundingBox { - Vector3 min; // minimum vertex box-corner - Vector3 max; // maximum vertex box-corner + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh +// NOTE: Data stored in CPU memory (and GPU) 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) + 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) +// Shader type (generic) 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) + unsigned int id; // Shader program id + int locs[MAX_SHADER_LOCATIONS]; // Shader locations array } 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) +// Material texture map +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value +} MaterialMap; - Color colDiffuse; // Diffuse color - Color colAmbient; // Ambient color - Color colSpecular; // Specular color - - float glossiness; // Glossiness level (Ranges from 0 to 1000) +// Material type (generic) +typedef struct Material { + Shader shader; // Material shader + MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps + float *params; // Material generic parameters (if required) } Material; // Model type @@ -491,9 +470,11 @@ typedef struct 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 + void *audioBuffer; // Pointer to internal data used by the audio system + + unsigned int source; // Audio source id + unsigned int buffer; // Audio buffer id + int format; // Audio format specifier } Sound; // Music type (file streaming from memory) @@ -507,50 +488,102 @@ typedef struct AudioStream { 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; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) + void *audioBuffer; // Pointer to internal data used by the audio system. - void *data; // Resource data pointer (4 byte) -} RRESData; + int format; // Audio format specifier + unsigned int source; // Audio source id + unsigned int buffers[2]; // Audio buffers (double buffering) +} AudioStream; -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; +// Head-Mounted-Display device parameters +typedef struct VrDeviceInfo { + int hResolution; // HMD horizontal resolution in pixels + int vResolution; // HMD vertical resolution in pixels + float hScreenSize; // HMD horizontal size in meters + float vScreenSize; // HMD vertical size in meters + float vScreenCenter; // HMD screen center in meters + float eyeToScreenDistance; // HMD distance between eye and display in meters + float lensSeparationDistance; // HMD lens separation distance in meters + float interpupillaryDistance; // HMD IPD (distance between pupils) in meters + float lensDistortionValues[4]; // HMD lens distortion constant parameters + float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters +} VrDeviceInfo; //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // Trace log type typedef enum { - LOG_INFO = 0, - LOG_WARNING, - LOG_ERROR, - LOG_DEBUG, - LOG_OTHER + LOG_INFO = 1, + LOG_WARNING = 2, + LOG_ERROR = 4, + LOG_DEBUG = 8, + LOG_OTHER = 16 } LogType; -// Texture formats +// Shader location point type +typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE + LOC_MAP_METALNESS, // LOC_MAP_SPECULAR + LOC_MAP_NORMAL, + LOC_MAP_ROUGHNESS, + LOC_MAP_OCCUSION, + LOC_MAP_EMISSION, + LOC_MAP_HEIGHT, + LOC_MAP_CUBEMAP, + LOC_MAP_IRRADIANCE, + LOC_MAP_PREFILTER, + LOC_MAP_BRDF +} ShaderLocationIndex; + +#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO +#define LOC_MAP_SPECULAR LOC_MAP_METALNESS + +// Material map type +typedef enum { + MAP_ALBEDO = 0, // MAP_DIFFUSE + MAP_METALNESS = 1, // MAP_SPECULAR + MAP_NORMAL = 2, + MAP_ROUGHNESS = 3, + MAP_OCCLUSION, + MAP_EMISSION, + MAP_HEIGHT, + MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_BRDF +} TexmapIndex; + +#define MAP_DIFFUSE MAP_ALBEDO +#define MAP_SPECULAR MAP_METALNESS + +// Pixel 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_GRAY_ALPHA, // 8*2 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR + UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) COMPRESSED_DXT3_RGBA, // 8 bpp @@ -562,7 +595,7 @@ typedef enum { COMPRESSED_PVRT_RGBA, // 4 bpp COMPRESSED_ASTC_4x4_RGBA, // 8 bpp COMPRESSED_ASTC_8x8_RGBA // 2 bpp -} TextureFormat; +} PixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture @@ -620,25 +653,10 @@ typedef enum { HMD_DEFAULT_DEVICE = 0, HMD_OCULUS_RIFT_DK2, HMD_OCULUS_RIFT_CV1, + HMD_OCULUS_GO, HMD_VALVE_HTC_VIVE, - HMD_SAMSUNG_GEAR_VR, - HMD_GOOGLE_CARDBOARD, - HMD_SONY_PLAYSTATION_VR, - HMD_RAZER_OSVR, - HMD_FOVE_VR, -} VrDevice; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; + HMD_SONY_PSVR +} VrDeviceType; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -654,30 +672,25 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif +RLAPI void InitWindow(int width, int height, void *data); // Initialize window and OpenGL context RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (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 int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height -#if !defined(PLATFORM_ANDROID) // 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) -#endif // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) @@ -699,26 +712,35 @@ RLAPI Matrix GetCameraMatrix(Camera camera); // Returns cam RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Color-related functions RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f 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 + +// Math useful functions (available from raymath.h) +RLAPI float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array +RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array +RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f +RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f +RLAPI Matrix MatrixIdentity(void); // Returns identity matrix // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) +RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) +RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based) RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) // Files management functions RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory +RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI char **GetDroppedFiles(int *count); // Get dropped files names @@ -810,10 +832,12 @@ RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color colo 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 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 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 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 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 @@ -846,19 +870,23 @@ RLAPI void UnloadImage(Image image); RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file // Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) 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 ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel 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 void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) 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 @@ -874,9 +902,10 @@ RLAPI void ImageColorContrast(Image *image, float contrast); RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) // 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 GenImageRadialGradient(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise @@ -944,18 +973,28 @@ RLAPI void DrawGizmo(Vector3 position); //------------------------------------------------------------------------------------ // Model loading/unloading functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + +// Mesh loading/unloading functions RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + +// Mesh generation functions +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Material loading/unloading functions RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) // Model drawing functions @@ -993,16 +1032,24 @@ RLAPI char *LoadText(const char *fileName); // Loa RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture +RLAPI Shader GetShaderDefault(void); // Get default shader +RLAPI Texture2D GetTextureDefault(void); // Get default texture // Shader configuration functions 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 SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const 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 Matrix GetMatrixModelview(); // Get internal modelview matrix + +// Texture maps generation (PBR) +// NOTE: Required shaders should be provided +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data // Shading begin/end functions RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing @@ -1011,13 +1058,15 @@ RLAPI void BeginBlendMode(int mode); // Beg RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) // VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering +RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices +RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters +RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready +RLAPI void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience +RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering +RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) @@ -1062,7 +1111,7 @@ RLAPI void ResumeMusicStream(Music music); // Resume 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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) +RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) @@ -1075,7 +1124,10 @@ RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check i 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 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) #ifdef __cplusplus } diff --git a/release/libs/android/armeabi-v7a/libraylib.a b/release/libs/android/armeabi-v7a/libraylib.a Binary files differnew file mode 100644 index 00000000..b10e6b68 --- /dev/null +++ b/release/libs/android/armeabi-v7a/libraylib.a diff --git a/release/libs/android/armeabi-v7a/libraylib.so b/release/libs/android/armeabi-v7a/libraylib.so Binary files differnew file mode 100644 index 00000000..d90a30c5 --- /dev/null +++ b/release/libs/android/armeabi-v7a/libraylib.so diff --git a/release/libs/html5/libraylib.bc b/release/libs/html5/libraylib.bc Binary files differnew file mode 100644 index 00000000..afcf4670 --- /dev/null +++ b/release/libs/html5/libraylib.bc diff --git a/release/libs/linux/libraylib.a b/release/libs/linux/libraylib.a Binary files differnew file mode 100644 index 00000000..5a14e1d3 --- /dev/null +++ b/release/libs/linux/libraylib.a diff --git a/release/libs/osx/libraylib.a b/release/libs/osx/libraylib.a Binary files differnew file mode 100644 index 00000000..8520bf7b --- /dev/null +++ b/release/libs/osx/libraylib.a diff --git a/release/libs/osx/libraylib.dylib b/release/libs/osx/libraylib.dylib Binary files differnew file mode 100644 index 00000000..4a0fc9af --- /dev/null +++ b/release/libs/osx/libraylib.dylib diff --git a/release/libs/rpi/libraylib.a b/release/libs/rpi/libraylib.a Binary files differnew file mode 100644 index 00000000..8fe4e244 --- /dev/null +++ b/release/libs/rpi/libraylib.a diff --git a/release/libs/win32/mingw32/libraylib.a b/release/libs/win32/mingw32/libraylib.a Binary files differnew file mode 100644 index 00000000..7653d1d0 --- /dev/null +++ b/release/libs/win32/mingw32/libraylib.a diff --git a/release/win32/mingw32/libraylibdll.a b/release/libs/win32/mingw32/libraylibdll.a Binary files differindex fb63dd87..7d910eeb 100644 --- a/release/win32/mingw32/libraylibdll.a +++ b/release/libs/win32/mingw32/libraylibdll.a diff --git a/release/libs/win32/mingw32/raylib.dll b/release/libs/win32/mingw32/raylib.dll Binary files differnew file mode 100644 index 00000000..c5387654 --- /dev/null +++ b/release/libs/win32/mingw32/raylib.dll diff --git a/release/libs/win32/msvc/raylib.dll b/release/libs/win32/msvc/raylib.dll Binary files differnew file mode 100644 index 00000000..b9896ff8 --- /dev/null +++ b/release/libs/win32/msvc/raylib.dll diff --git a/release/libs/win32/msvc/raylib.lib b/release/libs/win32/msvc/raylib.lib Binary files differnew file mode 100644 index 00000000..6983d9a8 --- /dev/null +++ b/release/libs/win32/msvc/raylib.lib diff --git a/release/libs/win32/msvc/raylibdll.lib b/release/libs/win32/msvc/raylibdll.lib Binary files differnew file mode 100644 index 00000000..8ad371ae --- /dev/null +++ b/release/libs/win32/msvc/raylibdll.lib diff --git a/release/linux/raylib.h b/release/linux/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/linux/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 diff --git a/release/osx/raylib.h b/release/osx/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/osx/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 diff --git a/release/rpi/raylib.h b/release/rpi/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/rpi/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a Binary files differdeleted file mode 100644 index 242f3a99..00000000 --- a/release/win32/mingw32/libraylib.a +++ /dev/null diff --git a/release/win32/mingw32/raylib.dll b/release/win32/mingw32/raylib.dll Binary files differdeleted file mode 100644 index 6740ea4f..00000000 --- a/release/win32/mingw32/raylib.dll +++ /dev/null diff --git a/release/win32/msvc/raylib.lib b/release/win32/msvc/raylib.lib Binary files differdeleted file mode 100644 index 0af993c9..00000000 --- a/release/win32/msvc/raylib.lib +++ /dev/null diff --git a/release/win32/raylib.h b/release/win32/raylib.h deleted file mode 100644 index 0b1a6b19..00000000 --- a/release/win32/raylib.h +++ /dev/null @@ -1,1076 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.7.0 -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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 -* - Powerful math module for Vector2, Vector3, 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 -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* 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] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 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) - -// 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_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// 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) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} 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; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Raycast hit information -typedef struct RayHitInfo { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit -} RayHitInfo; - -// Wave type, defines audio wave data -typedef struct Wave { - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *data; // Buffer data pointer -} Wave; - -// Sound source type -typedef struct Sound { - unsigned int source; // OpenAL audio source id - unsigned int buffer; // OpenAL audio buffer id - int format; // OpenAL audio format specifier -} Sound; - -// Music type (file streaming from memory) -// NOTE: Anything longer than ~10 seconds should be streamed -typedef struct MusicData *Music; - -// Audio stream type -// NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream { - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - - int format; // OpenAL audio format specifier - unsigned int source; // OpenAL audio source id - unsigned int buffers[2]; // OpenAL audio buffers (double buffering) -} AudioStream; - -// rRES data returned when reading a resource, -// it contains all required data for user (24 byte) -typedef struct RRESData { - unsigned int type; // Resource type (4 byte) - - unsigned int param1; // Resouce parameter 1 (4 byte) - unsigned int param2; // Resouce parameter 2 (4 byte) - unsigned int param3; // Resouce parameter 3 (4 byte) - unsigned int param4; // Resouce parameter 4 (4 byte) - - void *data; // Resource data pointer (4 byte) -} RRESData; - -// RRES type (pointer to RRESData array) -typedef struct RRESData *RRES; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - INFO = 0, - WARNING, - ERROR, - DEBUG, - OTHER -} LogType; - -// 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 - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - 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; - -// RRESData type -typedef enum { - RRES_TYPE_RAW = 0, - RRES_TYPE_IMAGE, - RRES_TYPE_WAVE, - RRES_TYPE_VERTEX, - RRES_TYPE_TEXT, - RRES_TYPE_FONT_IMAGE, - RRES_TYPE_FONT_CHARDATA, // CharInfo data array - RRES_TYPE_DIRECTORY -} RRESDataType; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -#if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -#endif -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon 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 int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -#if !defined(PLATFORM_ANDROID) -// 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) -#endif - -// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -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 - -// Screen-space-related functions -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 for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -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 - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -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) - -// Input-related functions: gamepads -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 - -// Input-related functions: mouse -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 - -// Input-related functions: touch -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) -//------------------------------------------------------------------------------------ - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void 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 DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -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 - -// 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 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) -//------------------------------------------------------------------------------------ - -// Image/Texture2D data loading/unloading functions -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - -// Image manipulation functions -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) - -// Texture2D configuration functions -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 - -// Texture2D 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 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) -//------------------------------------------------------------------------------------ - -// SpriteFont loading/unloading functions -RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) -RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS -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); - -// Text misc. functions -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 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) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -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 -//DrawTorus(), DrawTeapot() could be useful? - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - -// Material loading/unloading functions -RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void 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 - -// Collision detection functions -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, - Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh -RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture - -// Shader configuration functions -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) - -// Shading begin/end functions -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) - -// VR control functions -RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound - -// Wave/Sound management functions -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 - -// Music management functions -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 void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // 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 |
