diff options
| author | raysan5 <[email protected]> | 2017-10-14 00:10:55 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-10-14 00:10:55 +0200 |
| commit | ea5f4eabf8900bec291bae5d3b444fbabd63cee4 (patch) | |
| tree | 54ab7b04baeb0216c77a159ec694c08a470aa4a1 /templates/android_project/src/raylib_stripped/raylib.h | |
| parent | dffe635fd3b2e3a677c4bebe3cb560553fb7446b (diff) | |
| download | raylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.tar.gz raylib-ea5f4eabf8900bec291bae5d3b444fbabd63cee4.zip | |
Remove android_project template
Diffstat (limited to 'templates/android_project/src/raylib_stripped/raylib.h')
| -rw-r--r-- | templates/android_project/src/raylib_stripped/raylib.h | 735 |
1 files changed, 0 insertions, 735 deletions
diff --git a/templates/android_project/src/raylib_stripped/raylib.h b/templates/android_project/src/raylib_stripped/raylib.h deleted file mode 100644 index e323a83f..00000000 --- a/templates/android_project/src/raylib_stripped/raylib.h +++ /dev/null @@ -1,735 +0,0 @@ -/********************************************************************************************** -* -* 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 |
