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authorraysan5 <[email protected]>2017-10-14 00:10:55 +0200
committerraysan5 <[email protected]>2017-10-14 00:10:55 +0200
commitea5f4eabf8900bec291bae5d3b444fbabd63cee4 (patch)
tree54ab7b04baeb0216c77a159ec694c08a470aa4a1 /templates/android_project/src/raylib_stripped/raylib.h
parentdffe635fd3b2e3a677c4bebe3cb560553fb7446b (diff)
downloadraylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.tar.gz
raylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.zip
Remove android_project template
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diff --git a/templates/android_project/src/raylib_stripped/raylib.h b/templates/android_project/src/raylib_stripped/raylib.h
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-/**********************************************************************************************
-*
-* raylib v1.8.0 stripped
-*
-* 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)
-
-// 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
- typedef enum { false, true } bool;
- #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
-// 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)
-
- 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)
-typedef struct Shader {
- unsigned int id; // Shader program id
- int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
-} Shader;
-
-// Material texture map
-typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
-} MaterialMap;
-
-// 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
-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;
-
-//----------------------------------------------------------------------------------
-// Enumerators Definition
-//----------------------------------------------------------------------------------
-// Trace log type
-typedef enum {
- LOG_INFO = 0,
- LOG_WARNING,
- LOG_ERROR,
- LOG_DEBUG,
- LOG_OTHER
-} LogType;
-
-// 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
-
-// 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;
-
-#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
-RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
-
-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
-
-// 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
-
-// Math useful functions (available from raymath.h)
-RLAPI float *VectorToFloat(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 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 *GetExtension(const char *fileName); // Get 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)
-
-//------------------------------------------------------------------------------
-// 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 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 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)
-
-// 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
-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)
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RAYLIB_H