diff options
Diffstat (limited to 'release')
| -rw-r--r-- | release/android/armeabi-v7a/libraylib.a | bin | 0 -> 450664 bytes | |||
| -rw-r--r-- | release/android/armeabi-v7a/libraylib.so | bin | 0 -> 495200 bytes | |||
| -rw-r--r-- | release/android/armeabi/libraylib.a | bin | 1898074 -> 0 bytes | |||
| -rw-r--r-- | release/android/raylib.h | 481 | ||||
| -rw-r--r-- | release/html5/libraylib.bc | bin | 788572 -> 669688 bytes | |||
| -rw-r--r-- | release/html5/raylib.h | 380 | ||||
| -rw-r--r-- | release/linux/raylib.h | 481 | ||||
| -rw-r--r-- | release/osx/raylib.h | 481 | ||||
| -rw-r--r-- | release/rpi/raylib.h | 481 | ||||
| -rw-r--r-- | release/win32/mingw32/libraylib.a | bin | 695888 -> 596242 bytes | |||
| -rw-r--r-- | release/win32/mingw32/libraylibdll.a | bin | 154392 -> 264312 bytes | |||
| -rw-r--r-- | release/win32/raylib.h | 380 |
12 files changed, 1596 insertions, 1088 deletions
diff --git a/release/android/armeabi-v7a/libraylib.a b/release/android/armeabi-v7a/libraylib.a Binary files differnew file mode 100644 index 00000000..cbfa908d --- /dev/null +++ b/release/android/armeabi-v7a/libraylib.a diff --git a/release/android/armeabi-v7a/libraylib.so b/release/android/armeabi-v7a/libraylib.so Binary files differnew file mode 100644 index 00000000..9641815e --- /dev/null +++ b/release/android/armeabi-v7a/libraylib.so diff --git a/release/android/armeabi/libraylib.a b/release/android/armeabi/libraylib.a Binary files differdeleted file mode 100644 index 39975a6b..00000000 --- a/release/android/armeabi/libraylib.a +++ /dev/null diff --git a/release/android/raylib.h b/release/android/raylib.h index d28b07a3..0b1a6b19 100644 --- a/release/android/raylib.h +++ b/release/android/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for LUA [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -351,35 +346,41 @@ 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) + int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// 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) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,31 +467,20 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; +// 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 @@ -523,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -533,6 +551,7 @@ typedef enum { 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 @@ -549,7 +568,7 @@ typedef enum { // 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 { +typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) @@ -559,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -581,12 +608,12 @@ typedef enum { } Gestures; // Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices @@ -602,6 +629,18 @@ typedef enum { 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 @@ -614,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -683,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -694,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -704,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -737,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -756,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -767,21 +835,23 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering + +// 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 -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +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, void *pixels); // Update GPU texture with new data +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 @@ -794,7 +864,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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 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 @@ -802,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -816,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI 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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -849,94 +929,108 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM - -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +// 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 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory + +// 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void 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 @@ -948,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -958,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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, void *data, int numSamples); // Update audio stream buffers with 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 diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc Binary files differindex 083a3c3d..cf3f9820 100644 --- a/release/html5/libraylib.bc +++ b/release/html5/libraylib.bc diff --git a/release/html5/raylib.h b/release/html5/raylib.h index a47d3c59..0b1a6b19 100644 --- a/release/html5/raylib.h +++ b/release/html5/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for Lua [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -354,7 +349,7 @@ typedef struct Image { int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// Texture2D type // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id @@ -371,15 +366,21 @@ typedef struct RenderTexture2D { 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,37 +467,18 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; -// Information returned from a raycast +// Raycast hit information typedef struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit - Vector3 hitPosition; // Position of nearest hit - Vector3 hitNormal; // Surface normal of hit + Vector3 position; // Position of nearest hit + Vector3 normal; // Surface normal of hit } RayHitInfo; // Wave type, defines audio wave data @@ -531,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -541,6 +551,7 @@ typedef enum { 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 @@ -567,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -610,24 +629,16 @@ typedef enum { HMD_FOVE_VR, } VrDevice; -// rRES data returned when reading a resource, it contains all required data for user (24 byte) -typedef struct { - 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; - +// RRESData type typedef enum { - RRES_RAW = 0, - RRES_IMAGE, - RRES_WAVE, - RRES_VERTEX, - RRES_TEXT + 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 @@ -642,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -711,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -722,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -732,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -765,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -784,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -795,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // 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 @@ -808,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target); 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 @@ -820,7 +864,7 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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, +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 @@ -829,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -843,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters +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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -876,12 +929,13 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -891,30 +945,30 @@ RLAPI Model LoadCubicmap(Image cubicmap); 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 LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) RLAPI void UnloadMaterial(Material material); // Unload material 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, +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, +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, +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, +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 @@ -925,55 +979,58 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 numSamples);// Update sound buffer with new 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 @@ -985,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -995,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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 numSamples); // Update audio stream buffers with 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 diff --git a/release/linux/raylib.h b/release/linux/raylib.h index d28b07a3..0b1a6b19 100644 --- a/release/linux/raylib.h +++ b/release/linux/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for LUA [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -351,35 +346,41 @@ 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) + int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// 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) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,31 +467,20 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; +// 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 @@ -523,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -533,6 +551,7 @@ typedef enum { 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 @@ -549,7 +568,7 @@ typedef enum { // 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 { +typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) @@ -559,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -581,12 +608,12 @@ typedef enum { } Gestures; // Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices @@ -602,6 +629,18 @@ typedef enum { 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 @@ -614,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -683,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -694,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -704,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -737,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -756,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -767,21 +835,23 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering + +// 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 -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +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, void *pixels); // Update GPU texture with new data +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 @@ -794,7 +864,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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 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 @@ -802,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -816,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI 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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -849,94 +929,108 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM - -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +// 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 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory + +// 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void 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 @@ -948,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -958,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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, void *data, int numSamples); // Update audio stream buffers with 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 diff --git a/release/osx/raylib.h b/release/osx/raylib.h index d28b07a3..0b1a6b19 100644 --- a/release/osx/raylib.h +++ b/release/osx/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for LUA [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -351,35 +346,41 @@ 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) + int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// 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) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,31 +467,20 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; +// 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 @@ -523,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -533,6 +551,7 @@ typedef enum { 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 @@ -549,7 +568,7 @@ typedef enum { // 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 { +typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) @@ -559,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -581,12 +608,12 @@ typedef enum { } Gestures; // Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices @@ -602,6 +629,18 @@ typedef enum { 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 @@ -614,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -683,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -694,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -704,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -737,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -756,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -767,21 +835,23 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering + +// 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 -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +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, void *pixels); // Update GPU texture with new data +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 @@ -794,7 +864,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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 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 @@ -802,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -816,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI 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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -849,94 +929,108 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM - -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +// 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 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory + +// 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void 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 @@ -948,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -958,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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, void *data, int numSamples); // Update audio stream buffers with 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 diff --git a/release/rpi/raylib.h b/release/rpi/raylib.h index d28b07a3..0b1a6b19 100644 --- a/release/rpi/raylib.h +++ b/release/rpi/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for LUA [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -351,35 +346,41 @@ 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) + int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// 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) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,31 +467,20 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; +// 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 @@ -523,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -533,6 +551,7 @@ typedef enum { 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 @@ -549,7 +568,7 @@ typedef enum { // 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 { +typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) @@ -559,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -581,12 +608,12 @@ typedef enum { } Gestures; // Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices @@ -602,6 +629,18 @@ typedef enum { 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 @@ -614,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -683,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -694,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -704,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -737,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -756,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -767,21 +835,23 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering + +// 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 -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +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, void *pixels); // Update GPU texture with new data +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 @@ -794,7 +864,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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 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 @@ -802,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -816,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI 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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -849,94 +929,108 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM - -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +// 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 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory + +// 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI void 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 @@ -948,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -958,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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, void *data, int numSamples); // Update audio stream buffers with 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 diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a Binary files differindex 22d066aa..242f3a99 100644 --- a/release/win32/mingw32/libraylib.a +++ b/release/win32/mingw32/libraylib.a diff --git a/release/win32/mingw32/libraylibdll.a b/release/win32/mingw32/libraylibdll.a Binary files differindex c0b54405..fb63dd87 100644 --- a/release/win32/mingw32/libraylibdll.a +++ b/release/win32/mingw32/libraylibdll.a diff --git a/release/win32/raylib.h b/release/win32/raylib.h index a47d3c59..0b1a6b19 100644 --- a/release/win32/raylib.h +++ b/release/win32/raylib.h @@ -1,51 +1,51 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * -* Features: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for Lua [rlua] +* 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 * -* External libs: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* 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 * -* Some design decisions: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 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] * -* -- LICENSE -- +* 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) 2013-2016 Ramon Santamaria (@raysan5) +* 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. @@ -72,7 +72,6 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -98,13 +97,13 @@ #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_RESIZABLE_WINDOW 2 -#define FLAG_SHOW_LOGO 4 -#define FLAG_SHOW_MOUSE_CURSOR 8 -#define FLAG_CENTERED_MODE 16 -#define FLAG_MSAA_4X_HINT 32 -#define FLAG_VSYNC_HINT 64 +#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 @@ -293,17 +292,13 @@ #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef __APPLE__ - #if !defined(_STDBOOL_H) - typedef enum { false, true } bool; - #define _STDBOOL_H - #endif - #else - #include <stdbool.h> + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -354,7 +349,7 @@ typedef struct Image { int format; // Data format (TextureFormat type) } Image; -// Texture2D type, bpp always RGBA (32bit) +// Texture2D type // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id @@ -371,15 +366,21 @@ typedef struct RenderTexture2D { 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 size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + 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 @@ -466,37 +467,18 @@ typedef struct Model { Material material; // Shader and textures data } Model; -// Light type -typedef struct LightData { - unsigned int id; // Light unique id - bool enabled; // Light enabled - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - - Vector3 position; // Light position - Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) - - Color diffuse; // Light diffuse color - float intensity; // Light intensity level - - float coneAngle; // Light cone max angle: LIGHT_SPOT -} LightData, *Light; - -// Light types -typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; - // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; -// Information returned from a raycast +// Raycast hit information typedef struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit - Vector3 hitPosition; // Position of nearest hit - Vector3 hitNormal; // Surface normal of hit + Vector3 position; // Position of nearest hit + Vector3 normal; // Surface normal of hit } RayHitInfo; // Wave type, defines audio wave data @@ -531,6 +513,34 @@ typedef struct AudioStream { 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 { @@ -541,6 +551,7 @@ typedef enum { 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 @@ -567,10 +578,18 @@ typedef enum { } TextureFilterMode; // Texture parameters: wrap mode -typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; +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; +typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED +} BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures @@ -610,24 +629,16 @@ typedef enum { HMD_FOVE_VR, } VrDevice; -// rRES data returned when reading a resource, it contains all required data for user (24 byte) -typedef struct { - 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; - +// RRESData type typedef enum { - RRES_RAW = 0, - RRES_IMAGE, - RRES_WAVE, - RRES_VERTEX, - RRES_TEXT + 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 @@ -642,68 +653,88 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ + +// Window-related functions #if defined(PLATFORM_ANDROID) -RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) +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 Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context #endif - -RLAPI void CloseWindow(void); // Close Window and Terminate Context -RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI 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); // Returns true if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor -RLAPI void DisableCursor(void); // Disables 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 -RLAPI void ClearBackground(Color color); // Sets Background Color -RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) - -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera -RLAPI void End2dMode(void); // Ends 2D mode custom camera usage -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +// 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 from a 3d world space 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 float GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +// 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) -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags -RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +// 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 -RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) +// 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 @@ -711,6 +742,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key 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 @@ -722,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga 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 @@ -732,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p 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) @@ -765,16 +799,21 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, //------------------------------------------------------------------------------------ // 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 @@ -784,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col 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 @@ -795,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // 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 @@ -808,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target); 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 @@ -820,7 +864,7 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); 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, +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 @@ -829,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image); 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 @@ -843,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest //------------------------------------------------------------------------------------ // 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 LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters +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 void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -876,12 +929,13 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -RLAPI void DrawLight(Light light); // Draw light in 3D world //DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ + +// 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 @@ -891,30 +945,30 @@ RLAPI Model LoadCubicmap(Image cubicmap); 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 LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) RLAPI void UnloadMaterial(Material material); // Unload material 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, +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, +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, +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, +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 @@ -925,55 +979,58 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // 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 Shader GetStandardShader(void); // Get standard 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) -RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list - -//------------------------------------------------------------------------------------ -// VR experience Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +// 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 numSamples);// Update sound buffer with new 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 @@ -985,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); 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 @@ -995,13 +1054,14 @@ 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, +// 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 numSamples); // Update audio stream buffers with 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 |
